Initial LittleSim scaffold on the mrgameeng engine submodule
God-game: minimal graphics, deep simulation. The engine lives in the engine/ git submodule and its sources plus test suites are part of LittleSim.sln, so engine and game are developed in one editor window. Playable skeleton: seed-deterministic terrain (smoothed height field -> water/sand/grass/forest/mountain tinted cells), 80 wandering villagers on a Y-sorted layer, god camera (WASD pan, wheel zoom, world-bounds clamp), HUD and the dev console with a 'regen [seed]' command. CLAUDE.md sets the game rules: simulation-first, one-seed determinism, simulation/presentation split, a console command for every mechanic. Design docs in Russian under docs/. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
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@@ -0,0 +1,416 @@
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||||
@@ -0,0 +1,3 @@
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||||
[submodule "engine"]
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||||
path = engine
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||||
url = https://gitea.hsrv.site/mrleo1nid/mrgameeng.git
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||||
@@ -0,0 +1,43 @@
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||||
# LittleSim
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||||
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||||
A god-game: minimal graphics, deep simulation. Built on the **mrgameeng** engine
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||||
(MonoGame + Friflo ECS), vendored as the git submodule `engine/` so the game and the
|
||||
engine are developed side by side in one editor window.
|
||||
|
||||
Game design docs live in `docs/` and are written in **Russian**. Engine rules live in
|
||||
`engine/CLAUDE.md` — read it before touching engine code; both rule sets apply here.
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||||
|
||||
## Layout
|
||||
|
||||
```
|
||||
engine/ mrgameeng git submodule (own repo, own CLAUDE.md)
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||||
src/LittleSim the game (net8.0); references engine projects directly
|
||||
docs/ концепт, симуляция, roadmap (Russian)
|
||||
LittleSim.sln game + engine sources + engine tests — one window for everything
|
||||
```
|
||||
|
||||
## Commands
|
||||
|
||||
```
|
||||
git submodule update --init # after fresh clone
|
||||
dotnet build LittleSim.sln
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||||
dotnet run --project src/LittleSim -c Release # measure perf in Release only
|
||||
dotnet test LittleSim.sln # runs the engine test suites
|
||||
```
|
||||
|
||||
## Submodule workflow
|
||||
|
||||
Engine changes are committed **inside `engine/` first** (engine repo, its commit style),
|
||||
pushed to the engine remote, then the submodule pointer bump is committed here.
|
||||
Never commit a pointer to an unpushed engine commit.
|
||||
|
||||
## Game rules
|
||||
|
||||
- Simulation first: depth of behavior over visuals. Graphics stay primitive
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||||
(tinted quads are fine); complexity budget goes to simulation systems.
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||||
- Determinism: the whole world derives from one integer seed. Systems that need
|
||||
randomness own a seeded `Random`; never use `Random.Shared` inside simulation.
|
||||
- Simulation/presentation split: simulation systems mutate components only;
|
||||
rendering reads them. No draw calls or UI from simulation systems.
|
||||
- ECS-first per the engine: plain `struct : IComponent` data, logic in systems.
|
||||
- Every new mechanic gets a dev-console command for testing (`regen`, `timescale`, …).
|
||||
@@ -0,0 +1,12 @@
|
||||
<Project>
|
||||
|
||||
<PropertyGroup>
|
||||
<LangVersion>latest</LangVersion>
|
||||
<Nullable>enable</Nullable>
|
||||
<ImplicitUsings>enable</ImplicitUsings>
|
||||
<TreatWarningsAsErrors>true</TreatWarningsAsErrors>
|
||||
<InvariantGlobalization>true</InvariantGlobalization>
|
||||
<RootNamespace>$(MSBuildProjectName)</RootNamespace>
|
||||
</PropertyGroup>
|
||||
|
||||
</Project>
|
||||
+242
@@ -0,0 +1,242 @@
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||||
|
||||
Microsoft Visual Studio Solution File, Format Version 12.00
|
||||
# Visual Studio Version 17
|
||||
VisualStudioVersion = 17.0.31903.59
|
||||
MinimumVisualStudioVersion = 10.0.40219.1
|
||||
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "src", "src", "{827E0CD3-B72D-47B6-A68D-7590B98EB39B}"
|
||||
EndProject
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "LittleSim", "src\LittleSim\LittleSim.csproj", "{B8723791-CCB6-4C57-9A98-D00F01EA931C}"
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||||
EndProject
|
||||
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "engine", "engine", "{D585295F-7994-3649-1065-7AA403C41681}"
|
||||
EndProject
|
||||
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "src", "src", "{F4A69A46-AF86-AB4E-7D23-4CCCB7B9A519}"
|
||||
EndProject
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "MrGameEng.Core", "engine\src\MrGameEng.Core\MrGameEng.Core.csproj", "{FE6C04D3-E619-4C77-A971-1357463676B7}"
|
||||
EndProject
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "MrGameEng.Graphics", "engine\src\MrGameEng.Graphics\MrGameEng.Graphics.csproj", "{F35A5F1A-9A1B-4F57-BC81-BF16BC574DED}"
|
||||
EndProject
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "MrGameEng.Input", "engine\src\MrGameEng.Input\MrGameEng.Input.csproj", "{7D7E001D-72ED-4204-94D5-B8A0F706D544}"
|
||||
EndProject
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "MrGameEng.Audio", "engine\src\MrGameEng.Audio\MrGameEng.Audio.csproj", "{A2620CBF-3404-4583-AD55-FCC8A704BD9A}"
|
||||
EndProject
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "MrGameEng.Assets", "engine\src\MrGameEng.Assets\MrGameEng.Assets.csproj", "{4FCD860B-F8E1-42F5-8A53-EA9AFCCE5A27}"
|
||||
EndProject
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "MrGameEng.UI", "engine\src\MrGameEng.UI\MrGameEng.UI.csproj", "{A90690FB-E3A8-4C92-94E2-33D8E1F27D9D}"
|
||||
EndProject
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "MrGameEng.DevConsole", "engine\src\MrGameEng.DevConsole\MrGameEng.DevConsole.csproj", "{0C370DCA-18AB-4A79-9C60-BE00E7A57180}"
|
||||
EndProject
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||||
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|
||||
{21B1878F-2532-4D48-95DD-1C7268DCF1D5}.Debug|x86.Build.0 = Debug|Any CPU
|
||||
{21B1878F-2532-4D48-95DD-1C7268DCF1D5}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{21B1878F-2532-4D48-95DD-1C7268DCF1D5}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
{21B1878F-2532-4D48-95DD-1C7268DCF1D5}.Release|x64.ActiveCfg = Release|Any CPU
|
||||
{21B1878F-2532-4D48-95DD-1C7268DCF1D5}.Release|x64.Build.0 = Release|Any CPU
|
||||
{21B1878F-2532-4D48-95DD-1C7268DCF1D5}.Release|x86.ActiveCfg = Release|Any CPU
|
||||
{21B1878F-2532-4D48-95DD-1C7268DCF1D5}.Release|x86.Build.0 = Release|Any CPU
|
||||
{E9B94072-798E-4E09-BD9E-1FE6165D7EA4}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{E9B94072-798E-4E09-BD9E-1FE6165D7EA4}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{E9B94072-798E-4E09-BD9E-1FE6165D7EA4}.Debug|x64.ActiveCfg = Debug|Any CPU
|
||||
{E9B94072-798E-4E09-BD9E-1FE6165D7EA4}.Debug|x64.Build.0 = Debug|Any CPU
|
||||
{E9B94072-798E-4E09-BD9E-1FE6165D7EA4}.Debug|x86.ActiveCfg = Debug|Any CPU
|
||||
{E9B94072-798E-4E09-BD9E-1FE6165D7EA4}.Debug|x86.Build.0 = Debug|Any CPU
|
||||
{E9B94072-798E-4E09-BD9E-1FE6165D7EA4}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{E9B94072-798E-4E09-BD9E-1FE6165D7EA4}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
{E9B94072-798E-4E09-BD9E-1FE6165D7EA4}.Release|x64.ActiveCfg = Release|Any CPU
|
||||
{E9B94072-798E-4E09-BD9E-1FE6165D7EA4}.Release|x64.Build.0 = Release|Any CPU
|
||||
{E9B94072-798E-4E09-BD9E-1FE6165D7EA4}.Release|x86.ActiveCfg = Release|Any CPU
|
||||
{E9B94072-798E-4E09-BD9E-1FE6165D7EA4}.Release|x86.Build.0 = Release|Any CPU
|
||||
EndGlobalSection
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
EndGlobalSection
|
||||
GlobalSection(NestedProjects) = preSolution
|
||||
{B8723791-CCB6-4C57-9A98-D00F01EA931C} = {827E0CD3-B72D-47B6-A68D-7590B98EB39B}
|
||||
{F4A69A46-AF86-AB4E-7D23-4CCCB7B9A519} = {D585295F-7994-3649-1065-7AA403C41681}
|
||||
{FE6C04D3-E619-4C77-A971-1357463676B7} = {F4A69A46-AF86-AB4E-7D23-4CCCB7B9A519}
|
||||
{F35A5F1A-9A1B-4F57-BC81-BF16BC574DED} = {F4A69A46-AF86-AB4E-7D23-4CCCB7B9A519}
|
||||
{7D7E001D-72ED-4204-94D5-B8A0F706D544} = {F4A69A46-AF86-AB4E-7D23-4CCCB7B9A519}
|
||||
{A2620CBF-3404-4583-AD55-FCC8A704BD9A} = {F4A69A46-AF86-AB4E-7D23-4CCCB7B9A519}
|
||||
{4FCD860B-F8E1-42F5-8A53-EA9AFCCE5A27} = {F4A69A46-AF86-AB4E-7D23-4CCCB7B9A519}
|
||||
{A90690FB-E3A8-4C92-94E2-33D8E1F27D9D} = {F4A69A46-AF86-AB4E-7D23-4CCCB7B9A519}
|
||||
{0C370DCA-18AB-4A79-9C60-BE00E7A57180} = {F4A69A46-AF86-AB4E-7D23-4CCCB7B9A519}
|
||||
{BA456A86-0960-45C3-B48E-5882D7A3873F} = {F4A69A46-AF86-AB4E-7D23-4CCCB7B9A519}
|
||||
{CD3B5CE5-C23F-38B4-04AA-A303F94731A5} = {D585295F-7994-3649-1065-7AA403C41681}
|
||||
{83548DF5-75BC-45EF-8911-83BE5173CD2D} = {CD3B5CE5-C23F-38B4-04AA-A303F94731A5}
|
||||
{2994C301-DFD3-48D1-B44C-F01ED28FBE93} = {CD3B5CE5-C23F-38B4-04AA-A303F94731A5}
|
||||
{A3C128F7-6CCD-46CD-B935-C30E15EC7E1C} = {CD3B5CE5-C23F-38B4-04AA-A303F94731A5}
|
||||
{21B1878F-2532-4D48-95DD-1C7268DCF1D5} = {CD3B5CE5-C23F-38B4-04AA-A303F94731A5}
|
||||
{E9B94072-798E-4E09-BD9E-1FE6165D7EA4} = {CD3B5CE5-C23F-38B4-04AA-A303F94731A5}
|
||||
EndGlobalSection
|
||||
EndGlobal
|
||||
@@ -0,0 +1,11 @@
|
||||
# LittleSim
|
||||
|
||||
A god-game with minimal graphics and deep simulation, built on the
|
||||
[mrgameeng](https://gitea.hsrv.site/mrleo1nid/mrgameeng) engine (git submodule `engine/`).
|
||||
|
||||
```
|
||||
git clone --recurse-submodules <this repo>
|
||||
dotnet run --project src/LittleSim -c Release
|
||||
```
|
||||
|
||||
Design docs (Russian): [docs/concept.md](docs/concept.md), [docs/roadmap.md](docs/roadmap.md).
|
||||
@@ -0,0 +1,42 @@
|
||||
# LittleSim — концепт
|
||||
|
||||
## Видение
|
||||
|
||||
**LittleSim** — симулятор бога: игрок наблюдает за маленьким живым миром и вмешивается
|
||||
в него божественными силами. Графика нарочно простая (тонированные квадраты, никакого
|
||||
арта на старте) — вся сложность уходит в **глубину симуляции**. Идеал: мир, за которым
|
||||
интересно просто наблюдать, как за муравейником, а каждое вмешательство игрока даёт
|
||||
каскад непредсказуемых, но объяснимых последствий.
|
||||
|
||||
## Столпы
|
||||
|
||||
1. **Симуляция важнее картинки.** Любой выбор «красивее или глубже» решается в пользу глубже.
|
||||
2. **Эмерджентность.** Поведение мира складывается из простых правил отдельных систем,
|
||||
а не скриптуется. Голод + неурожай → миграция; не «событие миграции» по таймеру.
|
||||
3. **Детерминизм.** Весь мир выводится из одного целого сида. Один сид = один мир =
|
||||
воспроизводимый баг-репорт.
|
||||
4. **Наблюдаемость.** Всё, что симулируется, можно увидеть: через визуальное состояние
|
||||
мира, HUD, дев-консоль. Скрытая симуляция — несуществующая симуляция.
|
||||
|
||||
## Мир
|
||||
|
||||
- Клеточный рельеф: вода, песок, трава, лес, горы (высотная карта по сиду).
|
||||
- Жители — автономные агенты с потребностями (еда, сон, безопасность, общение),
|
||||
которые сами решают, что делать (utility-подход: действие = максимум полезности).
|
||||
- Ресурсы и экология: еда растёт и истощается, лес вырубается и восстанавливается.
|
||||
- Время: день/ночь, сезоны; `timescale` управляет скоростью наблюдения.
|
||||
|
||||
## Роль игрока (бог)
|
||||
|
||||
Игрок не управляет жителями напрямую — только воздействует на мир:
|
||||
- терраформинг (поднять/опустить землю, вода);
|
||||
- климат и катаклизмы (дождь, засуха, молния);
|
||||
- благословения/проклятия отдельных жителей или земель.
|
||||
|
||||
Вера жителей — ресурс бога: вмешательства тратят её, впечатляющие результаты пополняют.
|
||||
|
||||
## Технология
|
||||
|
||||
Движок — mrgameeng (сабмодуль `engine/`): ECS Friflo, свой батчер-рендерер,
|
||||
ассеты без пайплайна, Myra UI, дев-консоль. Правила разработки — в CLAUDE.md
|
||||
(корень и engine/).
|
||||
@@ -0,0 +1,36 @@
|
||||
# Roadmap LittleSim
|
||||
|
||||
Этап закрыт, когда механика работает, наблюдаема (HUD/консоль/визуал)
|
||||
и управляется командой консоли.
|
||||
|
||||
## Этап 0 — Каркас ✅
|
||||
- [x] Репозиторий с движком-сабмодулем, общий solution
|
||||
- [x] Генерация рельефа по сиду (вода/песок/трава/лес/горы)
|
||||
- [x] Жители-заглушки (блуждание), камера бога, HUD, консоль (`regen`)
|
||||
|
||||
## Этап 1 — Жители как агенты
|
||||
- [ ] Потребности: голод, усталость (тикают со временем)
|
||||
- [ ] Utility-выбор действия: искать еду / отдыхать / бродить
|
||||
- [ ] Еда на траве/в лесу: растёт, собирается, истощается
|
||||
- [ ] Смерть от голода; визуальное состояние жителя (цвет/прозрачность)
|
||||
- [ ] Консоль: `spawn <n>`, `feed`, `starve` для тестов
|
||||
|
||||
## Этап 2 — Общество
|
||||
- [ ] Дома и поселения (житель несёт еду домой, спит дома)
|
||||
- [ ] Размножение при сытости; рост населения
|
||||
- [ ] Простые профессии: собиратель, строитель
|
||||
|
||||
## Этап 3 — Бог
|
||||
- [ ] Вера как ресурс (генерируется жителями)
|
||||
- [ ] Первые силы: дождь (ускоряет рост еды), молния (поджигает лес)
|
||||
- [ ] Терраформинг клеток
|
||||
|
||||
## Этап 4 — Экология и время
|
||||
- [ ] День/ночь, сезоны
|
||||
- [ ] Восстановление/деградация ресурсов, пожары
|
||||
- [ ] Миграции при нехватке ресурсов
|
||||
|
||||
## Бэклог
|
||||
- Сохранение/загрузка мира (сериализация Friflo)
|
||||
- Фиксированный тик симуляции, независимый от рендера
|
||||
- Исторические графики (население, еда) в дев-оверлее
|
||||
Submodule
+1
Submodule engine added at 8d3f478acd
Binary file not shown.
|
After Width: | Height: | Size: 132 B |
@@ -0,0 +1,25 @@
|
||||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
|
||||
<PropertyGroup>
|
||||
<OutputType>WinExe</OutputType>
|
||||
<TargetFramework>net8.0</TargetFramework>
|
||||
</PropertyGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\..\engine\src\MrGameEng.Core\MrGameEng.Core.csproj" />
|
||||
<ProjectReference Include="..\..\engine\src\MrGameEng.Graphics\MrGameEng.Graphics.csproj" />
|
||||
<ProjectReference Include="..\..\engine\src\MrGameEng.Input\MrGameEng.Input.csproj" />
|
||||
<ProjectReference Include="..\..\engine\src\MrGameEng.Audio\MrGameEng.Audio.csproj" />
|
||||
<ProjectReference Include="..\..\engine\src\MrGameEng.Assets\MrGameEng.Assets.csproj" />
|
||||
<ProjectReference Include="..\..\engine\src\MrGameEng.UI\MrGameEng.UI.csproj" />
|
||||
<ProjectReference Include="..\..\engine\src\MrGameEng.DevConsole\MrGameEng.DevConsole.csproj" />
|
||||
<ProjectReference Include="..\..\engine\src\MrGameEng.Assets.Generator\MrGameEng.Assets.Generator.csproj"
|
||||
OutputItemType="Analyzer" ReferenceOutputAssembly="false" />
|
||||
</ItemGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<AdditionalFiles Include="Assets\**\*.*" />
|
||||
<None Include="Assets\**\*.*" CopyToOutputDirectory="PreserveNewest" />
|
||||
</ItemGroup>
|
||||
|
||||
</Project>
|
||||
@@ -0,0 +1,15 @@
|
||||
using LittleSim.Scenes;
|
||||
using Microsoft.Xna.Framework;
|
||||
using MrGameEng.Core;
|
||||
|
||||
using var host = new GameHost(
|
||||
new GameHostOptions
|
||||
{
|
||||
Title = "LittleSim",
|
||||
Width = 1280,
|
||||
Height = 720,
|
||||
ClearColor = new Color(12, 16, 24),
|
||||
},
|
||||
new WorldScene(seed: 1337));
|
||||
|
||||
host.Run();
|
||||
@@ -0,0 +1,105 @@
|
||||
using Friflo.Engine.ECS;
|
||||
using LittleSim.Sim;
|
||||
using Microsoft.Xna.Framework;
|
||||
using MrGameEng.Assets;
|
||||
using MrGameEng.Core;
|
||||
using MrGameEng.DevConsole;
|
||||
using MrGameEng.Graphics;
|
||||
using MrGameEng.Input;
|
||||
using MrGameEng.UI;
|
||||
using Myra.Graphics2D.UI;
|
||||
|
||||
namespace LittleSim.Scenes;
|
||||
|
||||
/// <summary>
|
||||
/// Мир LittleSim: сгенерированный по сиду рельеф (клетки-спрайты) и жители, бродящие по нему.
|
||||
/// Камера бога, HUD и консоль с командой "regen [seed]".
|
||||
/// </summary>
|
||||
public sealed class WorldScene : Scene
|
||||
{
|
||||
public const int WorldWidth = 120;
|
||||
public const int WorldHeight = 70;
|
||||
public const int CellSize = 16;
|
||||
private const int Population = 80;
|
||||
|
||||
private static readonly RectF WorldBounds = new(0f, 0f, WorldWidth * CellSize, WorldHeight * CellSize);
|
||||
private static LayerId _beingsLayer;
|
||||
private static bool _layersRegistered;
|
||||
|
||||
private readonly int _seed;
|
||||
|
||||
public WorldScene(int seed) => _seed = seed;
|
||||
|
||||
protected override void OnLoad()
|
||||
{
|
||||
var assets = Context.Services.GetOrDefault<AssetManager>() ?? Context.UseAssets();
|
||||
var input = this.UseInput();
|
||||
var renderer = this.UseRenderer2D(new Renderer2DOptions { VirtualResolution = new Point(1280, 720) });
|
||||
if (!_layersRegistered)
|
||||
{
|
||||
_beingsLayer = renderer.Layers.Register("Beings", LayerSpace.World, LayerSortMode.YSort);
|
||||
_layersRegistered = true;
|
||||
}
|
||||
|
||||
var white = new Texture2DRegion(assets.Load(GameAssets.Textures.White));
|
||||
|
||||
// Рельеф: одна текстура на все клетки → один draw call на слой.
|
||||
var heights = WorldGenerator.GenerateHeights(WorldWidth, WorldHeight, _seed);
|
||||
var landCells = new List<Point>();
|
||||
for (var x = 0; x < WorldWidth; x++)
|
||||
{
|
||||
for (var y = 0; y < WorldHeight; y++)
|
||||
{
|
||||
var kind = WorldGenerator.Classify(heights[x, y]);
|
||||
Store.CreateEntity(
|
||||
Transform2D.At(new Vector2(x * CellSize, y * CellSize)),
|
||||
new Sprite(white) { Color = WorldGenerator.ColorOf(kind) });
|
||||
if (WorldGenerator.IsLand(kind))
|
||||
{
|
||||
landCells.Add(new Point(x, y));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Жители: появляются на суше, бродят (Y-sort слой — кто ниже, тот ближе).
|
||||
var random = new Random(_seed);
|
||||
for (var i = 0; i < Population && landCells.Count > 0; i++)
|
||||
{
|
||||
var cell = landCells[random.Next(landCells.Count)];
|
||||
var sprite = new Sprite(white, _beingsLayer) { Color = new Color(214, 81, 72) };
|
||||
sprite.CenterOrigin();
|
||||
Store.CreateEntity(
|
||||
new Transform2D(
|
||||
new Vector2((cell.X + 0.5f) * CellSize, (cell.Y + 0.5f) * CellSize),
|
||||
scale: new Vector2(0.45f)),
|
||||
sprite,
|
||||
new Wander());
|
||||
}
|
||||
|
||||
var camera = Store.CreateEntity(new Camera(WorldBounds.Center, zoom: 1f, bounds: WorldBounds));
|
||||
|
||||
// HUD и консоль.
|
||||
var desktop = this.UseUI();
|
||||
var hudLabel = new Label { Left = 10, Top = 8 };
|
||||
desktop.Root = hudLabel;
|
||||
|
||||
var console = this.UseDevConsole();
|
||||
console.Register("regen", "regen [seed] — regenerate the world", (c, args) =>
|
||||
{
|
||||
if (Context.Scenes.IsTransitioning)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var seed = args.Length > 0 ? int.Parse(args[0]) : Random.Shared.Next();
|
||||
c.WriteLine($"regenerating world, seed {seed}");
|
||||
Context.Scenes.Switch(new WorldScene(seed), Transition.Fade(0.6f));
|
||||
});
|
||||
|
||||
UpdateSystems.Add(new WanderSystem(_seed, WorldBounds));
|
||||
UpdateSystems.Add(new GodCameraSystem(camera, input, console));
|
||||
UpdateSystems.Add(new HudSystem(Context, hudLabel, _seed, Population));
|
||||
|
||||
Log.Info($"World generated: seed {_seed}, {WorldWidth}x{WorldHeight} cells, population {Population}");
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,105 @@
|
||||
using Friflo.Engine.ECS;
|
||||
using Friflo.Engine.ECS.Systems;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Input;
|
||||
using MrGameEng.Graphics;
|
||||
using MrGameEng.Input;
|
||||
|
||||
namespace LittleSim.Sim;
|
||||
|
||||
/// <summary>Житель бродит: направление меняется по таймеру, движение детерминировано сидом.</summary>
|
||||
public struct Wander : IComponent
|
||||
{
|
||||
public Vector2 Direction;
|
||||
public float ChangeIn;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Блуждание жителей. Один Random на систему, сид от мира — при одинаковом сиде
|
||||
/// и порядке обновления симуляция воспроизводима.
|
||||
/// </summary>
|
||||
public sealed class WanderSystem(int seed, RectF worldBounds) : QuerySystem<Transform2D, Wander>
|
||||
{
|
||||
private const float Speed = 22f;
|
||||
|
||||
private readonly Random _random = new(seed);
|
||||
|
||||
protected override void OnUpdate()
|
||||
{
|
||||
var delta = Tick.deltaTime;
|
||||
foreach (var (transforms, wanders, _) in Query.Chunks)
|
||||
{
|
||||
var t = transforms.Span;
|
||||
var w = wanders.Span;
|
||||
for (var i = 0; i < t.Length; i++)
|
||||
{
|
||||
ref var wander = ref w[i];
|
||||
wander.ChangeIn -= delta;
|
||||
if (wander.ChangeIn <= 0f)
|
||||
{
|
||||
var angle = _random.NextSingle() * MathF.Tau;
|
||||
wander.Direction = new Vector2(MathF.Cos(angle), MathF.Sin(angle));
|
||||
wander.ChangeIn = 1f + _random.NextSingle() * 3f;
|
||||
}
|
||||
|
||||
ref var position = ref t[i].Position;
|
||||
position += wander.Direction * (Speed * delta);
|
||||
position.X = Math.Clamp(position.X, worldBounds.Left, worldBounds.Right);
|
||||
position.Y = Math.Clamp(position.Y, worldBounds.Top, worldBounds.Bottom);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Камера бога: WASD/стрелки — панорамирование, колесо — зум. Молчит, пока открыта консоль.</summary>
|
||||
public sealed class GodCameraSystem(
|
||||
Entity cameraEntity, InputManager input, MrGameEng.DevConsole.DevConsole console) : BaseSystem
|
||||
{
|
||||
protected override void OnUpdateGroup()
|
||||
{
|
||||
if (console.IsOpen)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
ref var camera = ref cameraEntity.GetComponent<Camera>();
|
||||
|
||||
var pan = new Vector2(
|
||||
Axis(input, Keys.A, Keys.Left, Keys.D, Keys.Right),
|
||||
Axis(input, Keys.W, Keys.Up, Keys.S, Keys.Down));
|
||||
if (pan != Vector2.Zero)
|
||||
{
|
||||
pan.Normalize();
|
||||
camera.Position += pan * (500f / camera.Zoom) * Tick.deltaTime;
|
||||
}
|
||||
|
||||
camera.Zoom = Math.Clamp(camera.Zoom * (1f + input.WheelDelta * 0.001f), 0.4f, 8f);
|
||||
}
|
||||
|
||||
private static float Axis(InputManager input, Keys negativeA, Keys negativeB, Keys positiveA, Keys positiveB) =>
|
||||
(input.IsKeyDown(positiveA) || input.IsKeyDown(positiveB) ? 1f : 0f) -
|
||||
(input.IsKeyDown(negativeA) || input.IsKeyDown(negativeB) ? 1f : 0f);
|
||||
}
|
||||
|
||||
/// <summary>Строка статуса в HUD: сид, население, FPS (обновляется 4 раза в секунду).</summary>
|
||||
public sealed class HudSystem(
|
||||
MrGameEng.Core.EngineContext context, Myra.Graphics2D.UI.Label label, int seed, int population) : BaseSystem
|
||||
{
|
||||
private float _accumulated;
|
||||
private int _frames;
|
||||
|
||||
protected override void OnUpdateGroup()
|
||||
{
|
||||
_accumulated += context.Clock.UnscaledDeltaTime;
|
||||
_frames++;
|
||||
if (_accumulated < 0.25f)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var fps = _frames / _accumulated;
|
||||
_accumulated = 0f;
|
||||
_frames = 0;
|
||||
label.Text = $"LittleSim | seed {seed} | население {population} | {fps:F0} FPS\nWASD — камера, колесо — зум, ` — консоль ('regen', 'timescale')";
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,112 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
|
||||
namespace LittleSim.Sim;
|
||||
|
||||
/// <summary>Тип клетки мира по высоте рельефа.</summary>
|
||||
public enum TerrainKind
|
||||
{
|
||||
DeepWater,
|
||||
Water,
|
||||
Sand,
|
||||
Grass,
|
||||
Forest,
|
||||
Mountain,
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Детерминированная генерация рельефа: случайное поле, сглаженное несколькими проходами.
|
||||
/// Один и тот же сид всегда даёт один и тот же мир — фундамент воспроизводимой симуляции.
|
||||
/// </summary>
|
||||
public static class WorldGenerator
|
||||
{
|
||||
public static float[,] GenerateHeights(int width, int height, int seed)
|
||||
{
|
||||
var random = new Random(seed);
|
||||
var heights = new float[width, height];
|
||||
for (var x = 0; x < width; x++)
|
||||
{
|
||||
for (var y = 0; y < height; y++)
|
||||
{
|
||||
heights[x, y] = random.NextSingle();
|
||||
}
|
||||
}
|
||||
|
||||
// Сглаживание усреднением окрестности 3×3 — дёшево и даёт связные "континенты".
|
||||
for (var pass = 0; pass < 4; pass++)
|
||||
{
|
||||
var smoothed = new float[width, height];
|
||||
for (var x = 0; x < width; x++)
|
||||
{
|
||||
for (var y = 0; y < height; y++)
|
||||
{
|
||||
var sum = 0f;
|
||||
var count = 0;
|
||||
for (var dx = -1; dx <= 1; dx++)
|
||||
{
|
||||
for (var dy = -1; dy <= 1; dy++)
|
||||
{
|
||||
var nx = x + dx;
|
||||
var ny = y + dy;
|
||||
if (nx >= 0 && nx < width && ny >= 0 && ny < height)
|
||||
{
|
||||
sum += heights[nx, ny];
|
||||
count++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
smoothed[x, y] = sum / count;
|
||||
}
|
||||
}
|
||||
|
||||
heights = smoothed;
|
||||
}
|
||||
|
||||
Normalize(heights, width, height);
|
||||
return heights;
|
||||
}
|
||||
|
||||
public static TerrainKind Classify(float height) => height switch
|
||||
{
|
||||
< 0.30f => TerrainKind.DeepWater,
|
||||
< 0.42f => TerrainKind.Water,
|
||||
< 0.48f => TerrainKind.Sand,
|
||||
< 0.68f => TerrainKind.Grass,
|
||||
< 0.85f => TerrainKind.Forest,
|
||||
_ => TerrainKind.Mountain,
|
||||
};
|
||||
|
||||
public static Color ColorOf(TerrainKind kind) => kind switch
|
||||
{
|
||||
TerrainKind.DeepWater => new Color(23, 63, 95),
|
||||
TerrainKind.Water => new Color(32, 99, 155),
|
||||
TerrainKind.Sand => new Color(237, 201, 120),
|
||||
TerrainKind.Grass => new Color(90, 160, 70),
|
||||
TerrainKind.Forest => new Color(44, 110, 50),
|
||||
TerrainKind.Mountain => new Color(136, 132, 128),
|
||||
_ => Color.Magenta,
|
||||
};
|
||||
|
||||
public static bool IsLand(TerrainKind kind) =>
|
||||
kind is TerrainKind.Sand or TerrainKind.Grass or TerrainKind.Forest;
|
||||
|
||||
private static void Normalize(float[,] heights, int width, int height)
|
||||
{
|
||||
var min = float.MaxValue;
|
||||
var max = float.MinValue;
|
||||
foreach (var value in heights)
|
||||
{
|
||||
min = Math.Min(min, value);
|
||||
max = Math.Max(max, value);
|
||||
}
|
||||
|
||||
var range = Math.Max(0.0001f, max - min);
|
||||
for (var x = 0; x < width; x++)
|
||||
{
|
||||
for (var y = 0; y < height; y++)
|
||||
{
|
||||
heights[x, y] = (heights[x, y] - min) / range;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user