The sheet becomes a fixed grid (one row per entity, one column slot per
animation state) described by a sidecar entities.toml that only maps
names to rows; the loader reads present states and frame counts off the
pixels, so assembling the sheet by hand needs no bookkeeping.
tools/mktemplate.py renders the labelled template with low-alpha slot
guides. The CGA atlas is kept for larger UI text.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Source packs move to assets/packs (untouched), maps to assets/maps, and the
palette/sketch leftovers from the 8-bit era go. tools/mkfont.py repacks
VEXED's Micro Chat sheet (8-column grid, 8x10 cells) into the CP437 atlas
layout the font loader already reads, cropped to 8x9 so the HUD can use an
8 px line height. The CGA atlas is dropped in its favor.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Ports the CP437 font renderer from wds to the framebuffer: proportional
advance from measured ink bounds, luminance-keyed mask, word wrap. The
right 80 px strip becomes a HUD with name, HP bar, population and a log
fed from sim events; Attacked/Died now carry the type ids the log needs,
since the victim is gone from the world by the time events are read.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
NPC strategy is now a Brain field on the entity (Idle, Wander, Hunt(Prey))
that Sim::think matches on, so behavior is data independent of species.
Hunt follows the first step of an A* route to the nearest prey in sight,
replanned every window; the pathfinder moves from game/ to sim/ for that.
A greedy step-toward-target was tried first and oscillated at walls. Bumps
between the same species no longer fight, and six foxes join the hens.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
A step onto an occupied tile is now an attack: the geometry rule is checked
against terrain only and the target tile decides between move and bump.
Entities carry an attack stat; at zero hp they are removed. The sim reports
Attacked/Died through an event queue the game drains after every movement
window — the seam for sound, log, camera effects and spawns. Click-to-move
treats an occupied goal as a target but detours around entities in the way;
the player's death ends the game.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The camera target was the sim tile, which jumps 8 px per movement window,
and the follow was a constant-speed chase that stopped abruptly. Now the
target is the render-side lerp position and the camera closes the gap
exponentially, so it accelerates and settles smoothly. Also spawns the
first NPC and switches the game to World::blocked.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Occupied tiles now block movement through World::blocked, the one predicate
the sim and the pathfinder share. Entities carry an EntityKind so the sim
knows which ones to think for; Sim::think gives each NPC a random king move
one window in four. Intents execute in id order so contested tiles resolve
deterministically.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>