Commit Graph

4 Commits

Author SHA1 Message Date
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 2d6f52e8a4 feat!: start menu, file-based UI, machine windows and server access control
- Start menu with new game (optionally hosted), load/delete saves and join
  server screens; CLI options skip it.
- Menus and HUD are built from rsn layouts in assets/ui with a shared theme,
  bindings, conditional visibility and tooltips.
- Machine windows place slots and backgrounds from the machine's ui
  definition; slots are filled from and emptied into the inventory.
- Chat with / commands, pause menu, clickable inventory, craft and build
  menus.
- Server passwords, admins, whitelist, bans, kicks and admin commands from
  the terminal or chat; changes are written to the config file. The hosting
  player is always admin.
- Clients keep a player id in client.toml; characters belong to it.

BREAKING CHANGE: protocol version 3 adds the player id and password to
Login, and characters are keyed by player id instead of name, so characters
in existing worlds are not restored.

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
2026-10-18 22:29:05 +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