563 lines
30 KiB
Markdown
563 lines
30 KiB
Markdown
# Station
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A persistent-world, RPG-style station simulation inspired by Space Station 13, built
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with [Bevy](https://bevy.org) in Rust.
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- **ECS** – all game state lives in Bevy entities and components.
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- **Data driven** – items, recipes, buildings, machines and skills are defined in
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[rsn](https://crates.io/crates/rsn) files under `assets/data/`.
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- **Scriptable** – behaviour is written in [Rune](https://rune-rs.github.io) scripts
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under `assets/scripts/`.
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- **Tiled maps** – maps are regular [Tiled](https://www.mapeditor.org) `.tmx` files.
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- **Persistent world** – no rounds. The world and every character (inventory, skills,
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vitals, position) are saved and restored across restarts.
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- **Free movement** – characters walk anywhere, not tile by tile, and slide along
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walls. Interactions still target the tile you face.
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- **Singleplayer and multiplayer** – one authoritative server simulation, used locally
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in singleplayer and over UDP in multiplayer
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([bevy_replicon](https://crates.io/crates/bevy_replicon) + renet).
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## Crates
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| Crate | Purpose |
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|----------------------|-------------------------------------------------------------------------|
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| `crates/game_core` | Shared data definitions, components, Tiled loader, network protocol |
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| `crates/game_server` | Authoritative simulation, Rune scripting, persistence, `game-server` binary |
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| `crates/game_client` | Rendering, UI and input (`game` binary); embeds the server for singleplayer/host |
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See [SS13 feature gaps](docs/ss13-feature-gaps.md) for an inventory of major
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systems and smaller features that are not yet implemented or are only partial.
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The client never changes game state directly. It sends requests (`Login`, `SetMovement`,
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`Interact`, `Craft`, …) and the server replicates the resulting state back. In
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singleplayer the same server systems run inside the client process, so singleplayer and
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multiplayer behave identically.
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## Running
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```sh
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cargo run # start menu
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cargo run -p game_server --bin game-server # dedicated server (saves/server.sqlite, world `main`)
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```
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The start menu offers **New game** (optionally open to other players),
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**Load game** (play or delete a save) and **Join server**. Command-line options
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skip the menu:
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```sh
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cargo run -- --save mars # play (or create) the local world `mars`
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cargo run -- --save mars --host 5000 --password secret # let others join it
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cargo run -- --connect 127.0.0.1:5000 --password secret # join a server or host
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```
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Client options: `--save NAME`, `--no-save`, `--host [PORT]`,
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`--connect ADDR[:PORT]`, `--name NAME`, `--password TEXT`, `--map MAP`.
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Server options: `--config FILE`, `--port PORT`, `--password TEXT`,
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`--max-players N`, `--database URL`, `--world NAME|UUID`, `--no-save`,
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`--map MAP`, `--autosave SECS`, `--motd TEXT`, `--admin ID`, `--whitelist`.
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On Windows, release builds of the client open no console window, so command-line
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output such as `--help` and logs isn't shown. Use a debug build to see it.
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The world autosaves periodically (in the background) and on exit (window close,
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Ctrl-C, SIGTERM).
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The client keeps a profile in `client.toml` in the platform config directory
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(`~/.config/station/` on Linux, `%APPDATA%\station\config\` on Windows,
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`~/Library/Application Support/station/` on macOS). It holds a random player
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id, the last character name and the last server address. Characters belong to
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the player id: logging in again restores your character, and its name is fixed
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once it exists. Hosting a world uses the server settings in `host.toml` in the
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same directory, except that the port and password come from the menu or the
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command line.
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### Save games and databases
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Worlds are stored with [sqlx](https://crates.io/crates/sqlx) in SQLite or
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PostgreSQL. Every world has a UUID, and all rows are keyed by it, so any number of
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worlds can share one database.
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- **Singleplayer/host:** each save game is its own SQLite file in the platform data
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directory: `~/.local/share/station/saves/` on Linux,
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`%APPDATA%\station\data\saves\` on Windows and
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`~/Library/Application Support/station/saves/` on macOS.
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- **Dedicated server:** `--database` takes a sqlx URL and defaults to
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`sqlite://saves/server.sqlite`. Use `postgres://user:password@host/db` for
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PostgreSQL. `--world` selects a world by name (created if missing) or by UUID.
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```sh
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game-server --database postgres://station:secret@db/station --world europa
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```
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The schema is created and migrated automatically. To run the PostgreSQL tests,
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set `STATION_TEST_POSTGRES_URL` to a database URL; without it they are skipped.
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The native chat clipboard test can be enabled with `STATION_TEST_CLIPBOARD=1`
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when running tests in a desktop session with an available system clipboard.
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### Dedicated server configuration
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The dedicated server reads `server.toml` by default and creates it on first
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start. Command-line options override the file for one run only:
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```sh
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game-server --config prod.toml --port 5001 --database sqlite://saves/prod.sqlite
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```
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The config file also stores the server password, MOTD, max players, the
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database URL and world, plus access lists (admins, whitelist, bans). While the
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server is running, type commands into its terminal:
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```text
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help
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players
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save
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config get database.world
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config set autosave_secs 30
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stop
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```
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### Passwords, admins and bans
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A server with a `password` only accepts players who send it. Admins are listed
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by player id or character name in `access.admins` (`--admin ID` adds one for a
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run). The player who hosts a world from the client is always admin and may stop
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it; in singleplayer you are always admin. With `access.whitelist_enabled`, only
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players in `access.whitelist` (and admins) may join. Banned ids and names in
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`access.banned` are rejected.
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Commands are typed into the server terminal or, prefixed with `/`, into the
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in-game chat. Admin commands change `server.toml` (or `host.toml`) immediately.
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| Command | Who | Action |
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|--------------------------------|----------|---------------------------------------------|
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| `help`, `players` | everyone | List commands / online players |
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| `say MESSAGE` | admins | Message all players |
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| `kick PLAYER [REASON]` | admins | Disconnect a player |
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| `ban PLAYER`, `unban PLAYER`, `bans` | admins | Ban by name or id (kicks if online), lift or list bans |
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| `whitelist on\|off\|list` | admins | Toggle or show the whitelist |
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| `whitelist add\|remove PLAYER` | admins | Edit the whitelist |
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| `admin add\|remove PLAYER`, `admin list` | admins | Grant, revoke or list admin rights |
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| `rejected` | admins | Recently rejected logins (with player ids) |
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| `save` | admins | Save the world now |
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| `export [FILE]` | admins | Export terrain, buildings and ground items to Tiled |
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| `import [FILE]` | admins | Replace terrain, buildings and ground items from Tiled; keep characters |
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| `config get KEY`, `config set KEY VALUE` | admins | Read or change a setting, e.g. `config set motd Hi` |
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| `stop` | console, host | Save and shut down |
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> **Security:** the network transport is unencrypted and unauthenticated. The
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> password is sent in plain text and player ids can be impersonated by anyone who
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> knows them. Treat the password as a guard against casual visitors, not as
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> real security, and don't reuse a valuable password.
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## Controls
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Chat supports cursor navigation (arrows, Home/End, Ctrl+Left/Right), Shift selection,
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Ctrl+A, mouse positioning/drag selection, double-click word selection, and system
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clipboard copy/cut/paste (Ctrl+C/X/V). On macOS, use the usual Command shortcuts and
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Option for word navigation. Up/Down recall the last 100 sent messages and commands;
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Down past the newest entry restores the unsent draft. Tab completes command names
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and subcommands allowed for your role; repeated Tab cycles matches, and Shift+Tab
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cycles backwards. Escape closes chat without sending.
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| Key | Action |
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|---------------------|------------------------------------------------------|
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| WASD / arrows | Move freely, also diagonally (you face that way) |
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| E | Pick up (own tile, otherwise the faced tile) |
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| F / left click | Interact with the faced / clicked building; machines open their window |
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| U | Use the selected item (eat, heal, …) |
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| G | Drop the selected item |
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| X | Deconstruct the faced building |
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| 1–9, 0, mouse wheel | Select an inventory slot (or click it) |
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| C / B | Crafting / build menu (W/S select, Enter confirm, or click) |
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| H | Help |
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| Enter / T | Chat; `/` starts a command |
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| Esc | Close the open window, otherwise pause menu (leave world, quit) |
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In a machine window, click an empty input slot to insert the selected inventory
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item and click a filled slot to take its items. Hover over items, recipes and
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buttons for tooltips.
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## User interface
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The menus and the HUD are built from layout files in `assets/ui/` and can be
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restyled or rearranged without recompiling:
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| File | Screen |
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|--------------------|------------------------------------------------|
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| `theme.rsn` | Font sizes, spacing and named colors used by all layouts |
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| `main_menu.rsn`, `new_game.rsn`, `load_game.rsn`, `connect.rsn`, `connecting.rsn` | Start menu screens |
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| `hud.rsn` | In-game HUD, menus, chat and pause overlay |
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A layout has one `root` node. Nodes:
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| Node | Fields |
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|------------------------------|------------------------------------------------------------|
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| `Column {..}`, `Row {..}`, `Panel {..}` | `children`, `gap`, `padding`, `align` (`Start`, `Center`, `End`, `Stretch`), `justify` (`Start`, `Center`, `End`, `SpaceBetween`), `width`/`height` (`Auto`, `Px(n)`, `Percent(n)`, `Fill`), `anchor` (`TopLeft` … `BottomRight`, relative to the screen), `offset: (x, y)`, `background`, `border`, `radius` |
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| `Text {..}` | `text`, `size`, `color`, `max_width` |
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| `Button {..}` | `text`, `action`, `width` |
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| `Input {..}` | `id`, `value`, `placeholder`, `password`, `max_len`, `width`, `submit` (action on Enter) |
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| `Checkbox {..}` | `id`, `text`, `checked` |
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| `Image {..}` | `path` (PNG below `assets/`), `width`, `height` |
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| `Spacer` | Takes up the remaining space |
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| `Widget("name")` | Content generated by the game |
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Every node except `Spacer` and `Widget` also accepts `tooltip` and
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`visible`. `visible` names a binding or form field and shows the node only
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while it is set; prefix it with `!` to invert it. Colors are `#rrggbb`,
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`#rrggbbaa` or a theme color name. Texts, tooltips and input values may contain
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`{binding}` placeholders:
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```rsn
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Panel {
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anchor: TopLeft,
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offset: (10, 10),
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children: [
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Text { text: "{character}", color: "accent", tooltip: "Playing on {server}" },
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Text { text: "You are hungry!", color: "error", visible: "hungry" },
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Button { text: "Craft", action: "menu:craft", tooltip: "Crafting (C)" },
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],
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}
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```
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- **Bindings:** menu: `message`, `profile_name`, `last_address`,
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`default_port`, `saves_dir`, `save_count`, `has_saves`, `suggested_world`,
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`version`, `status`. HUD: `character`, `server`, `admin`, `health`,
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`max_health`, `nutrition`, `hungry`, `position`, `craft_open`, `build_open`,
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`help_open`, `chat_open`, `paused`.
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- **Widgets:** `save_list` (menu); `inventory`, `skills`, `log`, `craft_list`,
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`build_list` (HUD).
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- **Actions:** `screen:main|new_game|load_game|connect`, `new_game`, `join`,
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`quit` (menu); `menu:craft|build|help|close`, `chat_send`, `resume`, `leave`,
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`quit` (HUD). The menu forms read the inputs `world`, `name`, `address`,
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`password`, `port` and the checkbox `host`; the HUD chat input is `chat`.
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## Modding
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All content is loaded from `assets/` at startup. Every `.rsn` file below `assets/data/`
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(recursively) may contain any mix of `items`, `recipes`, `buildings`, `machines` and
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`skills`, so a
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feature can ship in a single file. References between prototypes and script hooks are
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validated at load time and errors name the offending file and id.
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### Items
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```rsn
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items: [
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{ id: "apple", name: "Apple", sprite: "sprites/items/apple.png", max_stack: 10,
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tags: ["food"], on_use: Some("food::eat"), consume_on_use: true,
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props: { "nutrition": 15 } },
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]
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```
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Required: `id`, `name`, `sprite`. Optional: `description`, `max_stack` (default 50),
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`tags`, `on_use` (script hook), `consume_on_use`, `props` (numbers readable by scripts).
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### Recipes
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```rsn
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recipes: [
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{ id: "make_pickaxe", inputs: [("iron_plate", 2), ("plank", 1)],
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outputs: [("pickaxe", 1)], tools: ["wrench"], station: Some("workbench"),
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skill: Some({ skill: "smithing", level: 1 }), xp: 25 },
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]
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```
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Required: `id`, `inputs`, `outputs`. Optional: `name`, `tools` (needed but not consumed),
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`station` (a tag provided by a building adjacent to the player), `skill`, `xp`, `on_craft`
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(script hook). Ingredients are written as `("item", count)` or `{ item: "item", count: n }`.
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### Buildings
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Anything placed on the grid: floors, walls, doors, machines, trees, rocks.
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```rsn
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buildings: [
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{ id: "door", name: "Door", sprite: "sprites/buildings/door_closed.png",
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variants: { "open": "sprites/buildings/door_open.png" },
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construction: Some({ materials: [("iron_plate", 2), ("plank", 1)],
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tools: ["screwdriver"], xp: 10,
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skill: Some({ skill: "construction", level: 1 }) }),
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on_interact: Some("door::toggle") },
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]
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```
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Required: `id`, `name`, `sprite`. Optional: `description`, `variants` (name → sprite),
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`layer` (`"structure"` by default, or `"floor"`), `solid` (default true),
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`max_health`, `stations` (tags for recipes), `construction`
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(makes it buildable from the build menu), `deconstructible` (default true; refunds
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materials), `on_interact` (script hook), `vars` (integer state, persisted per building).
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Each cell can hold one floor and one structure, plus ground items. Floors render
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below structures and have the same health, script state and construction mechanics.
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Interactions and deconstruction target the structure first, then the floor once
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the structure is gone. Remove a structure before replacing the floor underneath it.
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### Machines
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A machine adds item slots and its own recipes to the building with the same `id`.
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Interacting with it opens the machine window: put items into the input slots, the
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machine processes the first recipe whose inputs are present and whose outputs fit, and
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the results appear in the output slots. Machine contents are saved with the world and
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dropped when the machine is taken apart.
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```rsn
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machines: [
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{ id: "assembler", input_slots: 3, output_slots: 1, active_variant: Some("active"),
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recipes: [
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{ id: "assemble_wrench", inputs: [("iron_plate", 2)], outputs: [("wrench", 1)],
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time: 3.0 },
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],
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ui: { background: Some("ui/machines/assembler.png"), size: Some((260.0, 150.0)),
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inputs: [(16.0, 14.0), (16.0, 96.0), (70.0, 55.0)], outputs: [(200.0, 55.0)],
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progress: Some((124.0, 69.0, 60.0, 12.0)) } },
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]
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```
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Required: `id` (an existing building), `recipes` (`id`, `inputs`, `outputs`, optional
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`name` and `time` in seconds, default 1). Optional: `input_slots` and `output_slots`
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(default 1), `active_variant` (building variant shown while working) and `ui`. Without
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`ui` positions, inputs are stacked on the left and outputs on the right with a progress
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bar between them. `ui` fields: `background` (PNG drawn behind the slots), `size`
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(window content size in pixels), `slot_size` (default 40), `inputs`/`outputs` (one
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`(x, y)` per slot, measured from the top-left corner) and `progress`
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(`(x, y, width, height)`).
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### Skills
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```rsn
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skills: [ { id: "smithing", name: "Smithing" } ]
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```
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### Scripts
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Each `.rn` file in `assets/scripts/` is a module named after its path
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(`scripts/door.rn` → `door`, `scripts/npc/guard.rn` → `npc::guard`). Data files refer to
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public functions as `"module::function"`. Every hook receives one argument, `ctx`;
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returning `false` signals failure (for example, a used item is then not consumed).
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Script errors are logged and have no effect on the world.
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```rune
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// assets/scripts/door.rn
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pub fn toggle(ctx) {
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if ctx.is_solid() {
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ctx.set_solid(false);
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ctx.set_variant("open");
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ctx.message("You open the door.");
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} else {
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ctx.set_solid(true);
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ctx.set_variant("");
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ctx.message("You close the door.");
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}
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}
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```
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`ctx` methods:
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| Area | Methods |
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|-----------|---------|
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| Actor | `actor_name()`, `message(text)` |
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| Inventory | `item_count(id)`, `has_item(id, n)`, `give_item(id, n)`, `take_item(id, n) -> bool`, `spawn_item(id, n)` (on the ground) |
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| Vitals | `health()`, `max_health()`, `heal(n)`, `damage(n)`, `nutrition()`, `feed(n)` (integers) |
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| Skills | `skill_level(id)`, `add_xp(id, n)` |
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| Used item | `item_id()`, `item_prop(key)` |
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| Building | `target_name()`, `get_var(key)`, `set_var(key, n)`, `is_solid()`, `set_solid(b)`, `variant()`, `set_variant(name)` (`""` = default sprite), `destroy_target()` |
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| Misc | `random(max)` → `0..max` |
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### Maps (Tiled)
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Maps are finite orthogonal `.tmx` files (at most 1,000,000 cells) with embedded or
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external tilesets. Each map cell is one game tile (drawn at 32×32; 32 px tilesets look best).
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Layer/group offsets are not supported.
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- Unmarked tile layers are static terrain/decorations, rendered in order. A tile is solid if the tile has the boolean custom
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property `solid = true` in its tileset, or its layer has `solid = true`.
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- A tileset tile with a string `proto` property becomes a gameplay building when
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painted. Its `state.*`, `machine.*` and integer script-variable properties become
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instance overrides. The painted cell is cleared from static terrain, so removing
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the entity cannot leave an invisible wall or a duplicate floor behind. The
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shipped floor, dark floor, plating, wall and window tiles use this convention.
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- Object layers spawn gameplay entities by object **class**:
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- `spawn` – player spawn point.
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- `building` – custom property `proto` = building id. `state.health`,
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`state.solid`, `state.variant` and `state.vars` override the prototype defaults.
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`state.layer` must match the prototype (`"floor"` or `"structure"`, as JSON
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strings). `state.flip_h`, `state.flip_v` and `state.flip_d` preserve tile flips.
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Integer custom properties without a `state.`/`machine.` prefix also override
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individual script variables, for compatibility with existing maps.
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Machines accept `machine.inputs`, `machine.outputs`, `machine.recipe` and
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`machine.progress`.
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- `item` – custom property `proto` = item id and optional `count`.
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- Objects are placed on the tile containing their position (point objects work well).
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Tile objects inherit gameplay properties from their tiles; object properties
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override them. Painted and explicit buildings share the same occupancy checks.
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Set the map's **integer** `default_tile` property to a static tile's local ID
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(as shown in Tiled's tileset editor). The optional integer `default_tileset`
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selects its tileset by zero-based position in the map's tileset list (default 0).
|
||
The default tile fills empty cells below gameplay floors; removing a floor exposes
|
||
it wherever no explicit static terrain is present. Its `solid` property controls
|
||
movement there, while a non-solid gameplay floor covers that default collision.
|
||
Explicit static terrain collision still applies. The default cannot reference a
|
||
tile with `proto`, and cannot be built/deconstructed itself. The starter map
|
||
uses dirt (tile 6). Maps remain finite: outside their bounds is always blocked.
|
||
Old maps without a default retain their empty, passable background.
|
||
|
||
A default map seeds a new world; after that the database stores the authoritative
|
||
terrain and entity state. Existing saves acquire their terrain snapshot on their
|
||
next save. To apply a map to an existing world, use the admin `import` command.
|
||
Existing saved terrain is not automatically converted or reseeded on startup:
|
||
import a marked map to convert old static walls/floors. Legacy saves without a
|
||
terrain snapshot retain static seed terrain until explicitly imported.
|
||
|
||
#### Converting painted tiles inside Tiled
|
||
|
||
Open the bundled `assets/station.tiled-project` in Tiled 1.10 or newer. It loads
|
||
`assets/tiled/station.js` as a project extension; accept Tiled's **Enable
|
||
Extensions** prompt the first time. No copying or global plugin installation is
|
||
needed. The project and extension are also included in packaged downloads.
|
||
For use without the project, open **Edit > Preferences > Plugins > Open**, copy
|
||
the contents of `assets/tiled/` into that extensions directory, then enable/reload it.
|
||
|
||
To draw walls or floors with independent properties:
|
||
|
||
1. Select a single gameplay tile in the **Tilesets** panel.
|
||
2. Choose **Map > Station: Brush Properties** (also available in the Station
|
||
brush toolbar). Set health, solidity, script variables or other tile-defined
|
||
state. JSON-valued fields such as `state.vars` and `state.variant` keep their
|
||
JSON syntax. Prototype and gameplay layer are fixed by the selected tile.
|
||
3. Select **Station Object Brush** in the tools toolbar and click or drag to
|
||
draw. Each stroke places visual `building` tile objects, snapping to the grid,
|
||
with a separate copy of the brush properties on every object. A stroke is one
|
||
undo step; Escape cancels it before placement.
|
||
4. Use **Select Objects** to edit individual placed objects in the Properties
|
||
panel. Floors go into the initially hidden **Floors** layer; enable its eye
|
||
icon to inspect them.
|
||
|
||
Brush settings are remembered per tile until extensions reload or Tiled closes.
|
||
Changing them affects only future strokes, not tileset defaults or existing
|
||
objects. Floor/structure overlap is allowed, but a stroke cannot overwrite an
|
||
existing building in the same gameplay layer, overlap unconverted gameplay
|
||
tiles, or write to a locked destination. Edit/delete the existing object or
|
||
convert the painted tiles first. The normal Tiled Stamp Brush still paints
|
||
shared tileset defaults, not per-cell properties. Rejected strokes leave the map
|
||
unchanged and report the reason in the status bar and **Console** view.
|
||
|
||
Paint the marked tiles normally, then choose **Map > Station: Convert Painted
|
||
Tiles to Objects**. The extension replaces all marked painted cells with selected
|
||
`building` point objects in separate **Floors** and **Objects** layers. Existing
|
||
layers with those names are reused. The converter also creates **Wiring/Plumbing**,
|
||
**Ground Items** and **Triggers** layers when missing. Select an object
|
||
to edit its health, solidity or other custom properties in the Properties panel.
|
||
New layers use the same order and visibility defaults as world exports below;
|
||
existing layers retain their visibility settings.
|
||
Unmarked terrain stays painted. Floor/structure overlaps are allowed; same-layer
|
||
overlaps abort the entire conversion. Conversion is a single undoable operation,
|
||
and running it again does not duplicate objects.
|
||
|
||
For custom tiles, set `proto` to a building ID and add the desired `state.*` or
|
||
`machine.*` defaults on the tileset tile. Floor tiles should include `state.layer`
|
||
as the string `"floor"` (with JSON quotes) so the extension can check occupancy.
|
||
The shipped gameplay tiles include editable state defaults. Exporting a world
|
||
also fills in any missing tileset state defaults from the loaded game definitions.
|
||
Omitted properties still use prototype defaults when loaded by the game.
|
||
Conversion in Tiled and automatic conversion on seed/import use the same property
|
||
and coordinate conventions; conversion is optional before loading a map.
|
||
|
||
#### Editing a running world's map
|
||
|
||
1. Run `/export` in chat, or `export` in the server terminal. The reply shows the
|
||
server-local file path. With SQLite it defaults to `<database-stem>.<world-uuid>.tmx`
|
||
beside the database. With PostgreSQL it defaults to `saves/<world-uuid>/world.tmx`;
|
||
without saving, `saves/world.tmx`. An explicit path, including spaces, may follow
|
||
either command; relative paths are relative to the server's working directory.
|
||
Exports always use `.tmx`: a missing extension is added and any other extension
|
||
is replaced (for example, `/export repair.backup` saves `repair.tmx`). The reply
|
||
reports the actual filename; use that filename when importing.
|
||
2. Open that file in Tiled, edit it and save. Buildings and ground items are point
|
||
objects with their prototype and full mutable state in custom properties.
|
||
Terrain layers and collision properties are included. Tilesets are embedded
|
||
with absolute image references into the server's assets directory; when editing
|
||
on another machine, relink the images to that machine's matching assets.
|
||
Objects are organized into **Floors**, **Objects** (walls, machines and other
|
||
structures), **Ground Items**, and **Triggers** (currently spawn points).
|
||
**Wiring/Plumbing** is an empty organizational placeholder; it does not add
|
||
wiring, plumbing or trigger mechanics. From top to bottom, Tiled shows
|
||
**Objects**, **Ground Items**, **Triggers**, **Wiring/Plumbing**, **Floors**,
|
||
then the painted terrain layers (for the default map, **Walls** above **Ground**).
|
||
**Floors** and **Wiring/Plumbing** are hidden by default to reduce editor clutter;
|
||
hidden layers still load into the game. Hide or lock individual layers in Tiled
|
||
to edit one category without the others getting in the way. Object classes and
|
||
properties determine gameplay, not the editor layer names.
|
||
3. Run `/import` (or `/import FILE`). **Import replaces all terrain, buildings and
|
||
ground items, including deletions.** It does not merge objects or change online
|
||
or offline characters, their positions or inventories. Export a separate backup
|
||
before importing, and avoid editing a stale export while players keep building.
|
||
|
||
Booleans and small integers use native Tiled property types. Other state values
|
||
use JSON in string properties: for example `state.variant` is `"open"` (including
|
||
the quotes) or `null`, `state.vars` is `{"stock":2}`, and `machine.inputs` is
|
||
`[{"item":"iron_ore","count":4},null]`. `machine.recipe` is `"smelt_iron"` or `null`;
|
||
`machine.progress` is elapsed seconds. Large integers use JSON strings to avoid
|
||
Tiled's 32-bit integer limit. These same overrides work in default maps, not just
|
||
exports; omitted properties retain prototype defaults.
|
||
|
||
Import validates the whole map before changing anything, and commits it to the
|
||
database before applying it to the simulation. Invalid prototypes, properties,
|
||
positions or machine state abort the import. Saving-disabled worlds can still
|
||
import, but changes are only in memory. Terrain changes are replicated immediately
|
||
to connected clients and retained across restarts; remote clients need matching
|
||
sprite assets, not a copy of the exported map. Characters are left at their current
|
||
positions, so avoid enclosing them in newly solid terrain.
|
||
|
||
`tools/gen_placeholder_assets.py` regenerates the placeholder sprites and example map.
|
||
|
||
## Development
|
||
|
||
```sh
|
||
cargo nextest run --workspace # unit tests + headless full-simulation test
|
||
node --test tools/tiled.test.cjs # Tiled extension tests (Node.js 22+)
|
||
cargo clippy --workspace --all-targets
|
||
```
|
||
|
||
Tests run with [cargo-nextest](https://nexte.st) (`cargo install cargo-nextest --locked`);
|
||
its configuration is in `.config/nextest.toml`. CI uses `--profile ci`, which writes a
|
||
JUnit report to `target/nextest/ci/junit.xml`.
|
||
|
||
### Packaging
|
||
|
||
```sh
|
||
cargo xtask pack # for the host platform
|
||
cargo xtask pack --target x86_64-pc-windows-gnu # cross-compile for Windows (needs MinGW)
|
||
```
|
||
|
||
`pack` builds the client (`game`) and the dedicated server (`game-server`) with the
|
||
stripped `dist` profile and writes `dist/station-<version>-<target>.zip` (Windows) or
|
||
`.tar.gz` (other platforms). The archive contains both binaries, `assets/`, the README
|
||
and the changelog. Unpack it and run the binaries from that directory. The unpacked
|
||
staging directory is kept next to the archive. Options: `--format zip|tar.gz`,
|
||
`--out-dir DIR`, `--debug`.
|
||
|
||
Run `cargo xtask watch` to rebuild and pack automatically after source changes.
|
||
It accepts the same options as `pack`, for example `cargo xtask watch --debug`.
|
||
The watcher waits for 10 seconds without further changes; each change resets
|
||
that timer. It watches Git-tracked and non-ignored untracked files, including
|
||
assets, manifests and packaging code, and ignores `dist/`, `target/`, Git metadata
|
||
and the selected output directory. Git must be installed. No build runs on startup.
|
||
|
||
Add `--serve` to browse and download the output files over HTTP:
|
||
`cargo xtask watch --serve` serves `dist/` at <http://127.0.0.1:9932/>.
|
||
With `--out-dir DIR`, it serves that directory instead. The server is local-only,
|
||
provides directory listings and file downloads, and remains available during
|
||
builds and while rebuilds are paused. Stop the watcher to stop serving.
|
||
|
||
Create `dist/NOREBUILD` to pause automatic builds. Changes remain queued while
|
||
the file exists; deleting it starts a fresh 10-second wait for pending changes.
|
||
An already running build finishes, and subsequent builds never overlap. Build
|
||
failures are reported without stopping the watcher; a later source change retries.
|
||
Press Ctrl-C to stop. Run this from the source checkout, not a packaged archive.
|
||
|
||
The GitHub `Package` workflow (`.github/workflows/package.yml`) runs `pack` for Windows
|
||
(zip), Linux and macOS (tar.gz), uploads each archive as an artifact and attaches them
|
||
to the release when a `v*` tag is pushed. The Gitea workflow cross-compiles the Windows
|
||
package with MinGW.
|