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>
66 lines
3.1 KiB
Markdown
66 lines
3.1 KiB
Markdown
# LittleSim
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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
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engine are developed side by side in one editor window.
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This game is also the **engine's showcase**: mrgameeng has no sample project, so every
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new engine feature gets demonstrated here (a scene, a console command, or a system
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using it) as part of landing the feature.
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Game design docs live in `docs/` and are written in **Russian**. Engine rules live in
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`engine/CLAUDE.md` — read it before touching engine code; both rule sets apply here.
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## Layout
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```
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engine/ mrgameeng git submodule (own repo, own CLAUDE.md)
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src/LittleSim the game (net8.0); references engine projects directly
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Mods/Core the game's own content as a mod: About, Defs, Languages, Textures
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Cache/ runtime-built atlases (gitignored)
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docs/ концепт, симуляция, моды, roadmap (Russian)
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LittleSim.sln game + engine sources + engine tests — one window for everything
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```
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## Commands
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```
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git submodule update --init # after fresh clone
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dotnet build LittleSim.sln
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dotnet run --project src/LittleSim -c Release # measure perf in Release only
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dotnet test LittleSim.sln # runs the engine test suites
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```
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## Content and mods
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All game content is data in mods (`MrGameEng.Mods`): the game itself ships as the
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`Core` mod. `Mods/Core/Defs` holds JSON defs (terrain, plants, pawns — see
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`docs/mods.md`), `Mods/Core/Languages/{ru,en}` holds UI strings (default language is
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`ru`), `Mods/Core/Textures` holds source images. New mechanics get defs + localization
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keys, not hardcoded arrays; UI strings go through `LanguageManager`, never inline.
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Atlases are built **at game start** from the merged texture tree of all active mods
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into `Cache/Atlases` (incremental: unchanged groups are skipped, a clean first run
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takes ~20 s). Region keys are paths relative to `Textures/` without extension:
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`atlases.GetRegion(device, "things/plant/treeoak/TreeOakA")`. Console commands:
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`mods`, `lang [code]`, `defs [type]`, `atlas [name]`.
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## Submodule workflow
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Engine changes are committed **inside `engine/` first** (engine repo, its commit style),
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pushed to the engine remote, then the submodule pointer bump is committed here.
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Never commit a pointer to an unpushed engine commit.
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## Game rules
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- 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
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randomness own a seeded `Random`; never use `Random.Shared` inside simulation.
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- Simulation/presentation split: simulation systems mutate components only;
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rendering reads them. No draw calls or UI from simulation systems.
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- ECS-first per the engine: plain `struct : IComponent` data, logic in systems.
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- Content as data: numbers, textures and balance live in `Mods/Core/Defs`, user-facing
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strings in `Mods/Core/Languages` — code only defines systems and def classes.
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- Every new mechanic gets a dev-console command for testing (`regen`, `timescale`, …).
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