No description
Implements the three geological event categories end-to-end in
src/simulator/crates/mc-climate/src/events.rs, following the exact
same pattern as wildfire/drought/volcanic:
seismic:
apply_seismic — shifts tile.elevation by elevation_delta × distance
falloff over radius disk (clamped [0,1])
dispatch_seismic — reads radius + elevation_delta from tiers JSON,
picks non-water center
impact:
apply_impact — two paths: T5 extinction (crater disk → desert,
global sulfate_aerosol injection, biome collapse
jungle→grassland/swamp→desert, site→mana_node) and
T1-T4 standard (crater terrain, elevation delta,
heat pulse via magic_heat_delta, local aerosol)
dispatch_impact — reads elevation_delta/crater_radius/heat_*/aerosol_*
from tiers JSON; T5 uses aerosol_global path
tsunami:
apply_tsunami — floods non-water tiles in disk: moisture += moisture_gain,
quality = quality_reset (if >0); water tiles with
reef_destruction lose 0.5 reef_health
dispatch_tsunami — picks IsCoast tile (returns None if no coast exists,
matching GDScript early-return); reads inland_reach/
moisture_gain/quality_reset/reef_destruction from tiers JSON
process_events match arms added for seismic, impact, tsunami.
pub mod events declared in lib.rs (was missing).
16 events tests total; all pass (cargo test -p mc-climate).
Config key notes:
seismic JSON: elevation_delta (matches GDScript .get('elevation_delta'))
impact JSON T5: uses crater_radius + elevation_loss (NOT elevation_delta)
impact JSON T1-4: uses elevation_delta (may be negative for crater depression)
tsunami JSON: inland_reach (not radius; radius in JSON is for T6+ global variants)
scatter_resource/wonder_anchor bits: Game-3 deferred (same as volcanic)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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| .ai-arena-test | ||
| .forgejo | ||
| .out-of-scope | ||
| .project | ||
| docs | ||
| drafts | ||
| engine/addons/magic_civ_physics | ||
| public | ||
| screenshots | ||
| scripts | ||
| src | ||
| tooling | ||
| tools | ||
| .claude | ||
| .env | ||
| .env.example | ||
| .gdlintrc | ||
| .gitignore | ||
| .gutconfig.json | ||
| .mcp.json | ||
| .pnpmfile.cjs | ||
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| aod_freefolk_dwarves.png | ||
| aod_lens_canines.png | ||
| aod_lens_canines_2.png | ||
| aod_lens_canines_scrolled.png | ||
| aod_lens_canines_t8.png | ||
| aod_lens_default.png | ||
| aod_raptors_retiered.png | ||
| calc-mountain-king-vs-apex.png | ||
| CLAUDE.md | ||
| climate-fix-check.png | ||
| climate-sim-1.png | ||
| climate-sim-2.png | ||
| climate-sim-3.png | ||
| climate-sim-4.png | ||
| climate-sim-check.png | ||
| climate-sim-final.png | ||
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| export_presets.cfg | ||
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| gdformatrc | ||
| gdlintrc | ||
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| README.md | ||
| run | ||
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| ss | ||
Magic Civilization
Fantasy 4X turn-based strategy game in Godot 4 + Rust, hex grid.
Game 1 — "Age of Dwarves" (current Early Access): single race (Dwarves), 5 AI-only clan personalities the player can face as opponents (Ironhold, Goldvein, Blackhammer, Deepforge, Runesmith), no magic mechanics, mundane tech only. Full 4X loop (cities, tech tree, wonders T1-T10, combat, wild creatures, domination victory). High-tier items and late-game wonders carry ancient/inexplicable flavor as Game 2 teasers — effects remain strictly mundane numeric bonuses.
Game 2 — "Age of Kzzykt" (future): adds magic, ley lines, Archons, spells, Ascension victory, more races. Eventual vision includes 16 races and 5 magic schools (Civ5 + Master of Magic + Magic: The Gathering color pie).
Structure
engine/ — genre-agnostic game engine (GDScript)
src/ — autoloads, entities, map, generation, modules, rendering
scenes/ — Godot scenes (.tscn + .gd)
docs/ — engine architecture docs
games/
age-of-dwarves/ — fantasy game pack (the default theme)
data/ — all JSON game content
assets/ — sprites, icons
docs/ — game design docs (combat, economy — spells/races are Game 2 scope)
guide/ — player guide web app (React/TypeScript)
engine/ — @magic-civ/guide-engine (shared components)
age-of-dwarves/ — guide pages for Age of Dwarves
packages/
engine-ts/ — @magic-civ/engine-ts (auto-generated climate simulation)
tools/ — sprite generation, transpiler, screenshot capture
Docs
Engine (engine/docs/)
| Doc | Covers |
|---|---|
| ARCHITECTURE.md | Project structure, autoloads, scene lifecycle |
| ABSTRACTION.md | Genre-agnostic vocabulary, theme pack system |
| DATA_FORMAT.md | JSON data schemas, DataLoader patterns |
Game Design (public/games/age-of-dwarves/docs/)
| Doc | Covers |
|---|---|
| RACES.md | 4 demo races, gendering, fusions, release schedule |
| ECONOMIC_SYSTEMS.md | Economy, civic axis, capitalism cascade |
| GOVERNMENTS.md | Government types and mechanics |
| GLOSSARY.md | Term definitions |
| COMBAT_SYSTEM.md | Combat mechanics (written when M8 is built) |
| military/COMMUNICATIONS.md | Comms tiers, first-contact, courier envelopes, perceived state, war-dec semantics |
| SPELL_SYSTEM.md | Spell/mana system (written when M9 is built) |
| ERA_SYSTEM.md | Era progression (written when needed) |
Build Process (.project/)
| Doc | Covers |
|---|---|
| ROADMAP.md | Demo scope + 12-phase build sequence |
| FEATURE_GAP.md | New systems beyond the reference implementation |
tasks/m0-m4/ |
Milestone task lists with porting checklists |
Quick Start
./run play # Launch the game
./run editor # Open Godot editor
./run lint # gdlint engine/src/
./run test # GUT tests headless
pnpm dev # Serve the player guide