Commit Graph
9 Commits
Author SHA1 Message Date
Leonid PershinandClaude Fable 5 580cb6ccc9 Browser multiplayer client: promote the KNI spike to src/LittleSim.Web
LittleSim.Web (Blazor WASM + KNI/WebGL) is a real network client now: it
connects to the dedicated server over WebSocket (ClientWebSocket maps to
the browser socket), applies MrGameEng.Net delta snapshots into its
EntityStore and draws pawns through SpriteBatch — fatigue dims them just
like on desktop. The server address comes from ?server=ws://host:port
in the page URL, defaulting to the page's host on port 9050. The net
contract is mirrored in NetContract.cs (KNI and DesktopGL assemblies
can't mix until the graphics libraries build per platform) with loud
keep-in-sync comments on both sides.

Both clients now smooth replicated positions between 10 Hz snapshots:
NetLerp + NetSmoothingSystem lerp the visual position toward the latest
server position every frame (exponential, ~0.25 s to converge).

Verified against a live LittleSim.Server --listen: the browser client
connects (server log), draws ~3.3k lit pixels of pawns whose layout
changes between samples, and survives 400+ ticks without errors. Found
along the way: requestAnimationFrame freezes in hidden windows — the
game loop only runs while the tab is visible.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-13 00:04:11 +03:00
Leonid PershinandClaude Fable 5 e8273f9ffa Multiplayer: networked dedicated server + desktop client over MrGameEng.Net
Engine bump brings MrGameEng.Net (WebSocket transport, RFC 6455 server,
delta component replication) — this commit is its showcase.

LittleSim.Server --listen runs the world online: 24 pawns wander, tire
and rest on the engine's fixed-tick HeadlessHost (the same Wander/
Needs/Decision systems the windowed world uses), a WebSocketServer
accepts clients and a ReplicationServer ships Transform2D + PawnNeeds
deltas at 10 snapshots/s per the shared NetSchema. --probe is the CLI
check: it connects, listens for a second and prints replicated pawns
with positions sampled twice to show the world is alive.

The game gains MultiplayerScene (dotnet run --project src/LittleSim --
--connect [ws://host:port]): simulation stays on the server, the client
applies snapshots into its scene store, decorates spawned entities with
sprites and reuses PawnAppearanceSystem so replicated fatigue darkens
pawns locally. HUD strings go through ru/en localization; the `net`
console command reports connection state and entity count. Esc returns
to the main menu.

Verified end to end: probe sees 24 pawns moving between samples; the
windowed client connects and runs against a live local server.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-12 23:45:35 +03:00
Leonid PershinandClaude Fable 5 8a7e2cce52 Adopt the engine Core/Host split; add LittleSim.Server headless prototype
Engine bump: MrGameEng.Core is now platform-free (Friflo only), the
windowed MonoGame host lives in the new MrGameEng.Host library, and the
core gains HeadlessHost — a fixed-timestep loop without a window or GPU.

Game side: scenes switch to Transitions.Fade from the Host library,
WorldScene reads the graphics device via Context.GetGraphicsDevice(),
GameContent.Load(buildAtlases: false) skips atlas building for headless
runs.

LittleSim.Server is the dedicated-server seed and the showcase for
HeadlessHost: it loads mods/defs without textures and fast-forwards the
world calendar and climate on a fixed tick (~3.6M ticks/s in Debug):

  dotnet run --project src/LittleSim.Server -- --days 10 --tps 60

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-12 23:13:40 +03:00
Leonid Pershin 58de27248e Add pawn utility-AI brain; format code with CSharpier; enforce formatter
Wire the engine's new MrGameEng.AI module into a PawnBrain for world pawns,
plus surrounding content/scene tweaks. Apply CSharpier across the game and
document the convention in CLAUDE.md. Add .vscode/settings.json so the editor
formats on save with the CSharpier extension.
2026-06-12 07:20:03 +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
Leonid PershinandClaude Fable 5 631dd24ade Bump engine: sample project removed, LittleSim is the showcase
CLAUDE.md now states the dual role: every new engine feature gets
demonstrated in this game as part of landing the feature.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 15:26:17 +03:00
Leonid PershinandClaude Fable 5 e3ad22c4bd Regenerate atlases for the lowercase textures/ tree, fix region keys
New texture groups (ui, world, weather, damage, designations) packed into
31 atlases; directories are lowercase now, so scene code switches to the
new region keys (filenames keep their case).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 12:28:56 +03:00
Leonid PershinandClaude Fable 5 3c777c53b8 Pack Textures/ into atlases and render the world from them
Engine bump brings MrGameEng.Atlases (atlas builder + runtime loader).
Textures/ (2747 images) is packed by MrGameEng.AtlasTool into 10 atlases
(93 pages) under Assets/Atlases, loaded through generated handles.
Beings now draw pawn bodies, forest cells grow trees (both Y-sorted),
and the dev console gains 'atlas [name] [filter]' for inspection.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 09:03:35 +03:00
Leonid PershinandClaude Fable 5 beed114508 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>
2026-06-11 05:33:10 +03:00