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

LittleSim

A god-game with minimal graphics and deep simulation, built on the 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/roadmap.md.

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