Commit Graph

5 Commits

Author SHA1 Message Date
Steve Biedermann 402aa12043 fix(tiled): match default layer order and visibility
Place Objects above Ground Items and Triggers, with Floors and Wiring/Plumbing hidden by default. Apply the defaults to exports and newly created conversion layers while preserving existing layer visibility. Verify hidden layers still import gameplay entities.

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
2026-10-21 22:53:24 +02:00
Steve Biedermann 29275c38fc fix(tiled): enforce tmx exports and group objects by category
Normalize export filenames to .tmx and return the actual saved path in command replies. Separate floors, structures, ground items and spawn points into named object layers, with a reserved wiring/plumbing layer. Reuse the same categories in the Tiled converter and preserve undo behavior.

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
2026-10-21 22:20:13 +02:00
Steve Biedermann 8f24528304 feat(world)!: add layered floors and painted-tile conversion
Separate floors from structures for occupancy, rendering, interaction and deconstruction. Convert marked Tiled tiles to stateful gameplay buildings, retain a configurable default terrain tile, and preserve legacy saved terrain without reseeding it.

Bundle a Tiled conversion extension with editable per-object properties, conflict checks and single-step undo. Cover conversion, persistence, collision and gameplay in Rust tests and run the extension tests in CI.

BREAKING CHANGE: network protocol version 6 adds layered building state and default terrain metadata; clients and servers must be upgraded together.

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
2026-10-21 21:40:20 +02:00
Steve Biedermann 3cf0561401 feat: add data-driven machines
Machines give a building input/output slots and their own timed recipes.
The server processes them, replicates their state and saves it with the
world. The furnace becomes a machine and an assembler is added as an
example with a custom window layout. The client window follows with the
new UI.

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
2026-10-18 20:28:16 +02:00
Steve Biedermann a43949be14 feat: add persistent-world station game
Bevy ECS workspace with three crates:
- game_core: rsn data definitions, components, Tiled map loader, protocol
- game_server: authoritative simulation, Rune scripting, persistence,
  dedicated server binary
- game_client: rendering, UI and input; embeds the server for
  singleplayer and hosting

Items, recipes, buildings and skills are defined in assets/data, behavior
in Rune scripts under assets/scripts, and maps are made in Tiled.

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
2026-10-18 19:44:13 +02:00