Commit Graph
8 Commits
Author SHA1 Message Date
Leonid Pershin 9c9502414b Update plant definitions and localization. Adjusted GrassA sizeCells from 1.2 to 1.5 and added new plant types including BaseWarmTree, BaseColdTree, and various cacti. Enhanced terrain definitions with scatter probabilities for new plants. Updated product definitions to include fiber and mushrooms, and localized new plant and product names in English and Russian. Updated engine subproject commit to 08381703f79377a5bc48fc0745620f8815695b05-dirty. 2026-06-13 06:55:43 +03:00
Leonid Pershin f46ae15dc6 Update engine subproject commit to f382fc98eadc4a489689e51e88748b616661a560-dirty; adjust plant genetics for optimal temperature and hardiness traits, enhance terrain scatter probabilities, and improve UI localization for connection status. Refactor multiplayer scene to implement exponential backoff for reconnections and streamline game initialization in web client. 2026-06-13 05:21:17 +03:00
Leonid Pershin cc1841c2e2 Enhance plant genetics system with cold and heat hardiness traits. Updated genes.json to include GeneColdHardiness and GeneHeatHardiness, and modified plant definitions to incorporate these traits. Adjusted temperature tolerance calculations in PlantPhenotype and PlantLifecycleSystem to account for temperature stress. Improved documentation and added temperature stress management in the lifecycle system. 2026-06-13 04:34:03 +03:00
Leonid PershinandClaude Opus 4.8 7fc4bcd301 G4: gene-driven content — fruiting, harvest products, leaf color
New plant content, all driven by genes through the trait layer (no engine
change — the genetics machinery already supports it).

- ProductDef + products.json (wood, grass, berries, acorn) — what plants
  yield; localized labels (ru/en).
- New numeric genes (genes.json): GeneFruitYield, GeneFruitSeason,
  GeneHarvestAmount, GeneLeafHue, each declaring its trait via formula.
  GenomeDef carries the per-species bases (PlantSet maps them into the
  species template); PlantDef gains harvestProduct / fruitProduct.
- PlantPhenotype gains FruitYield/FruitSeason/HarvestAmount/LeafHue.
  PlantFactory tints the sprite from the leaf-hue gene (combined with the
  morph variant). Plants carry a Fruiting component; PlantFruitingSystem
  ripens fruit on mature plants during their gene-chosen season and drops
  it off-season.
- plants.json: trees give wood + acorns (autumn), bushes berries (summer),
  grass gives grass — amounts/season/hue from genes.
- 'plant <species> [seed]' console command samples a species genome and
  prints its gene-driven traits and products.

Build clean; def JSON validated; boot smoke loads the new content.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-13 03:50:03 +03:00
Leonid PershinandClaude Opus 4.8 a04e867e87 Phase C: plant reproduction (Mendel), death and persistence
Plants now live full lives. The genome gains lifespan, dispersal, fecundity,
self-pollination, mutation-rate and a discrete dominant/recessive Morph gene;
PlantGenome.Breed models meiosis (one allele per parent) plus mutation. A
gated PlantLifecycleSystem builds a per-cell grid (density + a species/genome
representative), reaps plants past their lifespan, and lets mature plants seed
offspring — cross-pollinating with a mature same-species neighbour in dispersal
range (falling back to self-pollination by gene) into a nearby land cell under
the density cap. A shared PlantFactory creates every plant (initial scatter,
births, save restore) and tints recessive-morph plants. Growth keeps aging
mature plants so they can die of old age. The whole population (genomes,
positions, age, stage) is saved to WorldSave and restored on load instead of
re-scattering from the seed. plants.json carries the new genes.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-12 18:21:38 +03:00
Leonid PershinandClaude Opus 4.8 bfe1b139f0 Phase B: plant genome drives growth via environment suitability
Bump the engine submodule to d0104df (Suitability.Gaussian). Each plant now
carries a diploid PlantGenome (allele pairs, phenotype = allele average) seeded
from a per-species GenomeDef baseline at spawn. PlantGrowthSystem replaces the
flat fertility multiplier with vigor times a product of Gaussian suitabilities
for light (day/night), temperature (climate season) and the cell's fertility —
so plants grow faster in their preferred light/warmth/soil and crawl outside it.
Genomes are visible and editable in the ECS inspector. plants.json carries the
species genomes.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-12 17:52:27 +03:00
Leonid PershinandClaude Opus 4.8 1030f27c50 Bring plants back as data-driven growth stages over the calendar
Bump the engine submodule to f791ee6 (Calendar) and use it to drive plant
growth. PlantDef gains a Stages list (texture/size/growDays per stage,
inheritable via abstract parents in plants.json); a resolved PlantSet
table turns those into atlas regions and day thresholds at scene load.

New PlantGrowth component plus PlantGrowthSystem advance each plant by
in-game days from the Calendar and swap its sprite/scale at stage borders.
WorldScene scatters plants again with a seed-deterministic, varied initial
maturity, registers the calendar and growth system, and the HUD now shows
the current day. Stage durations and visuals are pure data in plants.json.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-12 09:47:18 +03:00
Leonid PershinandClaude Fable 5 8b531bcd7e Game as the Core mod: data-driven content and localization
The whole game is now described by Mods/Core — the first consumer of
the engine's new MrGameEng.Mods module:

- textures/ moved to Mods/Core/Textures; atlases are built at game
  start from the merged texture tree of all active mods into Cache/
  (gitignored, incremental) instead of being committed, and the
  GameAssets atlas handles are gone with them
- terrain, plants and pawns are JSON defs (Mods/Core/Defs) with parent
  inheritance; scenes read TerrainDef/PlantDef/PawnDef instead of
  hardcoded arrays, and the TerrainKind enum is retired
- HUD strings come from Mods/Core/Languages (ru default, en fallback)
  through LanguageManager; the language switches at runtime
- new console commands: mods, lang [code], defs [type]; atlas now
  inspects the runtime-built cache
- bump engine: MrGameEng.Mods module and the explicit-sources
  AtlasBuilder overload

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 21:51:46 +03:00