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>
76 lines
4.0 KiB
Markdown
76 lines
4.0 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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src/LittleSim.Server dedicated-server prototype: the world headless (engine HeadlessHost),
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loads mods/defs without atlases; the future network server grows here
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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 run --project src/LittleSim.Server -- --days 10 --tps 60 # headless fast-forward
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dotnet run --project src/LittleSim.Server -- --listen # multiplayer world (WebSocket)
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dotnet run --project src/LittleSim -- --connect # client → ws://localhost:9050
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dotnet run --project src/LittleSim.Server -- --probe # CLI check of a running server
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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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- Formatting: all C# code is formatted with **CSharpier** (`editor.defaultFormatter`
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is `csharpier.csharpier-vscode`, format-on-save is on). Match CSharpier's output —
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run `csharpier format .` (or let format-on-save handle it) before committing; never
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hand-format against it.
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