tools/realign_sheet.py strips the blank spacer rows from a documented
Animals/Monsters sheet, drops the dark-box preview copies and moves the
light frames into the manifest's slot columns, so a sheet pastes into the
template as one block. Both sheets are pasted; the manifest gains the
fifth foal/horse pair the Animals sheet actually has.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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>
The 64-entry per-chunk palette was a wire-format artifact and capped a chunk
at 64 distinct tiles. A Chunk is now Box<[u16; 1024]> with flags derived from
the id on lookup — the same layout a binary on-disk format would use.
Map path becomes the first CLI argument; assets/map_large is a generated
256×256 stress map (loads in ~0.5 ms release). The snapshot test takes
SNAPSHOT_MAP.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
pbio moves to git.bnd.wtf/irrlicht/pbio.git branch truecolor16: the
framebuffer is now RGB565 u16, no palette. Assets are loaded from PNG via
the png crate and quantized to RGB565 on load; transparency comes from the
alpha channel as a per-tile opacity mask, so any color (black included) can
be opaque. The TGA loader and the palette-order fragility are gone.
overworld.png is the unmodified Mini-Medieval Overworld sheet (same 24-column
layout as the old TGA, so map tile ids are unchanged); entities.png holds the
player sprite extracted from the old entities.tga.
Adds an ignored snapshot test that renders the first frame headlessly to a
PNG for eyeballing the renderer without a window.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Drop protocol.md; rewrite the tick-loop note around the game-loop-driven sim
and the intent model; rewrite the roadmap (network items removed, sim/game
crate layout, save/load and NPC blocking added); fix crate paths in the
remaining notes.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The client becomes the game: it owns a Sim instance and advances it with a
fixed-timestep accumulator (24 Hz ticks, rendering at frame rate). Rendering,
pathfinding and collision read the World directly instead of a chunk cache.
Sim::pending (window slot maps, late rule, horizon) is replaced by one intent
per entity for the next movement window — set_action replaces, executing the
window consumes. The whole client prediction/reconciliation machinery
(tick estimation, RTT lead, retraction, replay) is gone with the latency it
was built for; click-to-move now syncs the route against the sim position
after every window.
Removed: server, netsim, shared (wire types), client/net.rs. client renamed
to game. Headless tests cover the intent model.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Move chunk, entity, world, map, sim and load_world into a new sim library
crate together with the game rules from shared (player_action, action_delta,
delta_action, step_allowed, tile_collidable, tick constants). shared keeps
only the wire types and re-exports the rules, so server and client compile
unchanged. First step toward a local single-player build.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>