Commit Graph
11 Commits
Author SHA1 Message Date
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 37d8c976a3 G5: bump engine (regex tooling), showcase grouping/patch/validators
Engine pointer -> d044caf (formula gene grouping, content patches, def
field validation). Game-side demonstration of all three:

- genes.json: GeneHardiness whose effect is gsum('Gene.*Tolerance') — a
  derived trait summing all tolerance genes via regex grouping.
- patches.json: a content patch giving every Bush* plant a wood harvest
  product, applied to Core's own defs at load.
- GameContent registers load-time validators: Gene/Product defNames must
  carry their type prefix.
- Program: a --check-content headless mode that loads all mod defs (running
  patches + validators) and computes a sample genome's traits (compiling
  every gene formula, grouping included) — a CI-friendly content lint.

Verified: --check-content reports 6 def types, 18 genes, 8 plants, 18
traits with hardiness computed from the gene group. Full suite green.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-13 04:00:26 +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 91a00b4305 G2: bump engine (gene foundation), load genes + gene demo command
Engine pointer -> bc18db5: brings in the organism-agnostic gene
foundation (GeneDef, managed Genome, Phenotype trait computation) plus a
parallel MrGameEng.Net library the game does not use.

Game wiring: register the "Gene" def type and ship Mods/Core/Defs/
genes.json — a full gene set covering the plant phenotype dimensions
(environment optima/tolerances, vigor, lifecycle, reproduction) plus a
discrete morph gene, each declaring its trait effects as formulas. A
dev-console 'gene [seed]' command generates a genome from these defs,
prints its alleles, expressed values and computed traits, then breeds a
child — demonstrating the whole pipeline end to end. These genes seed
the G3 migration of plants onto traits.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-12 23:43:50 +03:00
Leonid PershinandClaude Opus 4.8 49936a1de3 Phase D: spatial lighting with shadows; local light drives growth
Bump the engine submodule to 79d406a (2D lightmap). The world scene now uses
UseLighting instead of the per-sprite ambient: a lightmap multiplies day/night
× occlusion over the world, so forests cast soft shade and the world darkens
spatially toward night. Occluders are mountains (new TerrainDef.BlocksLight)
plus mature trees, rebuilt from the live population. PlantGrowthSystem samples
the local light per plant (Lighting.SampleAt), so undergrowth under canopy
grows slower. A dev-console 'light' command places a point light at the cursor
to show cast shadows at night. Completes the plant ecosystem (A–D).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-12 18:40:31 +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 147ab203f1 Soil fertility scales calendar-driven plant growth
Bump the engine submodule to f39ee9e (half-texel UV inset that removes the
black tile seams seen while zooming). Add a Fertility multiplier to
TerrainDef (forest soil rich, sand/mountain poor); plants record their
cell's fertility as PlantGrowth.GrowthRate at spawn, and the growth system
multiplies the per-frame calendar day-delta by it — so growth stays tied to
the in-game calendar and runs faster on fertile soil.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-12 13:45:00 +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 Pershin dc13b9b8c3 Enhance localization and world generation features
- Added new UI strings for menus, settings, and pause functionality in both English and Russian localization files.
- Introduced a new WorldPresetDef class to define world size and population settings, allowing for dynamic world creation.
- Updated world generation logic to support customizable terrain smoothing and population settings based on user-defined presets.
- Refactored WorldScene to utilize the new WorldConfig structure for improved world initialization and loading.

This commit improves the user experience by providing more options for world creation and enhancing the overall localization of the game.
2026-06-12 08:41:30 +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