307 lines
15 KiB
Markdown
307 lines
15 KiB
Markdown
# Magic Civilization
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Fantasy 4X turn-based strategy game (Civ5 + Master of Magic + Magic: The Gathering color pie) in Godot 4 / GDScript. 16 races, 5 magic schools, hex grid.
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> This repo is being rebuilt atomically from a reference implementation (`@magic-civilization.messy/`). Port systems as each milestone requires them — never reference `.messy/` paths from runtime code.
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## Scope
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**Early access demo** ("Age of Four") — 4 races (High Elf, Human, Dwarf, Orc), all 5 magic schools, full 4X + magic loop. See `.project/ROADMAP.md` for scope and build sequence.
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## Tech Stack
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- **Engine:** Godot 4.x
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- **Language:** GDScript only (no C#, no GDExtension)
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- **Data:** JSON game packs (`games/age-of-four/data/*.json`)
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- **Architecture:** Genre-agnostic engine with game pack content system
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## Key Architecture
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The engine is **genre-agnostic**. All game content and display text comes from game packs. The fantasy game "Age of Four" is the default. See `docs/engine/ABSTRACTION.md` (to be written).
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- UI labels resolve through `ThemeVocabulary.lookup(engine_key)` — never hardcode theme strings
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- Sprites resolve through `ThemeAssets.resolve(path)` — never hardcode asset paths
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- Systems communicate via `EventBus` signals — never directly reference other systems
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- All game content is data-driven from JSON — don't hardcode stats, costs, or effects
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- **5 eras, 5 tiers** — everything is tiered 1-5 aligned with the 5 eras (units, spells, buildings, wild creatures). Spells use `scope: "global"` (High Archon, world map) or `scope: "local"` (specialist units, combat). School tech tiers map: T1-T2 spells gated by Mysticism/Arcane Lore, T3-T5 by school techs.
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## Documentation
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See `README.md` for the full doc index. Docs live in two places:
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- **`engine/docs/`** — genre-agnostic engine architecture (written as engine systems are built)
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- **`games/age-of-four/docs/`** — fantasy game design (races, combat, spells, economy, etc.)
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Build process docs (roadmap, feature gap, task lists) stay in `.project/`.
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## Single Source of Truth: GDScript → TypeScript
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> **The GDScript climate engine is the source of truth for all simulation logic. The TypeScript in `guide/` is generated output — never edited directly. If the guide gives wrong results, fix the GDScript and re-run the transpiler.**
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The climate simulation runs in two runtimes: GDScript (Godot game engine) and TypeScript (web guide). GDScript is written first; TypeScript is auto-generated from it via `lilith-gdscript-transpiler`.
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### Architecture
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```
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games/age-of-four/data/climate_spec.json ← Canonical thresholds, events, ley rules
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↓ read at runtime by both engines
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engine/src/modules/climate/climate.gd ← SOURCE OF TRUTH (physics steps)
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engine/src/modules/climate/ecological_events.gd ← SOURCE OF TRUTH (stochastic events)
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engine/src/modules/climate/anchor_decay.gd ← SOURCE OF TRUTH (ley anchor decay)
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engine/src/modules/climate/climate_spec_eval.gd ← SOURCE OF TRUTH (spec condition evaluator)
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↓ transpiled by tools/transpile-engine/transpile.py
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packages/engine-ts/src/ClimatePhysics.generated.ts ← AUTO-GENERATED, never edit
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packages/engine-ts/src/index.ts ← Re-exports for @magic-civ/engine-ts
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guide/age-of-four/ ← Consumes @magic-civ/engine-ts (workspace:*)
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```
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### Transpiler Package
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`lilith-gdscript-transpiler` — custom GDScript→TypeScript transpiler.
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- **Package**: `@packages/@py/gdscript-transpiler` in this workspace
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- **PyPI index**: `https://forge.nasty.sh/api/packages/lilith/pypi/simple/`
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- **Invocation**: `uv run tools/transpile-engine/transpile.py` (self-contained inline script — `uv` handles deps automatically, no manual pip install needed)
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- **Check mode**: `uv run tools/transpile-engine/transpile.py --check` (exits 1 if generated file is stale vs GDScript source)
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- **Sources**: `climate.gd`, `ecological_events.gd`, `anchor_decay.gd`, `climate_spec_eval.gd`
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- **Output**: `packages/engine-ts/src/ClimatePhysics.generated.ts`
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```bash
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uv run tools/transpile-engine/transpile.py # regenerate
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uv run tools/transpile-engine/transpile.py --check # CI: exit 1 if stale
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```
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### Rules
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- **Never edit `ClimatePhysics.generated.ts`** — it's auto-generated from GDScript
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- **Never hardcode terrain thresholds** — read from `climate_spec.json`
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- **All simulation changes go in GDScript first** — then re-run transpiler
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- **Ecological events require a seed** — `process_turn(game_map, turn, seed)` for deterministic PRNG
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- **Golden test vectors** verify both engines produce identical output on the same seed
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## Project-Specific Agents
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10 specialized agents for game development in `.claude/agents/`:
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| Agent | Use For |
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|-------|---------|
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| `godot-engine` | Project setup, autoloads, scene management, GDScript core |
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| `game-algorithms` | Hex math, A* pathfinding, procedural map generation |
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| `game-systems` | Economy, happiness, culture, production, growth, improvements |
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| `combat-dev` | Combat resolver, keywords, damage formulas, promotions, siege |
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| `magic-dev` | Spells, mana economy, Archons, enchantments, wonders, Ascension |
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| `game-ai` | AI opponents: strategy, tactical movement, combat decisions |
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| `game-data` | JSON data authoring from design docs |
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| `godot-ui` | All UI scenes: city screen, tech tree, spellbook, HUD, menus |
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| `godot-renderer` | TileMap, sprites, camera, fog of war, hex visuals, animation |
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| `guide-web` | Player guide web app: React pages, components, climate sim, Vitest |
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### Agent Selection by Task
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| Task pattern | Agent |
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|-------------|-------|
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| `project.godot`, autoloads, `SceneManager`, save/load | `godot-engine` |
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| Hex coordinates, A*, map generation, tile storage | `game-algorithms` |
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| `economy.gd`, `happiness.gd`, `culture.gd`, city production, growth | `game-systems` |
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| `combat_resolver.gd`, keywords, flanking, ZOC, promotions | `combat-dev` |
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| `spell_system.gd`, `mana_pool.gd`, `archon.gd`, spells, wonders | `magic-dev` |
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| `ai_player.gd`, AI decisions, difficulty modifiers | `game-ai` |
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| `*.json` data files, `vocabulary.json`, `game.json` | `game-data` |
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| `*.tscn` UI scenes, HUD panels, overlays, menus | `godot-ui` |
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| TileMap, sprites, camera, fog, selection highlight, animation | `godot-renderer` |
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| `guide/age-of-four/`, `guide/engine/`, React, Vite, climate sim | `guide-web` |
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## Conventions
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### GDScript Style
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- snake_case for variables, functions, files
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- PascalCase for classes and nodes
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- Signals use past tense: `unit_moved`, `city_founded`, `tech_researched`
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- Constants in UPPER_SNAKE_CASE
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- Type hints on all function signatures
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### Class Resolution — Preload Pattern (critical)
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Godot 4 `class_name` registration is unreliable in autoload context. **Always reference non-autoload classes via `preload()` const**, never by bare class_name:
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```gdscript
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const CityScript = preload("res://engine/src/entities/city.gd")
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const HexUtilsScript = preload("res://engine/src/map/hex_utils.gd")
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const UnitScript = preload("res://engine/src/entities/unit.gd")
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const TileScript = preload("res://engine/src/map/tile.gd")
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const PlayerScript = preload("res://engine/src/entities/player.gd")
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const GameMapScript = preload("res://engine/src/map/game_map.gd")
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var unit: UnitScript = UnitScript.new()
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```
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Keep the `class_name` declaration in the file itself (IDE autocomplete uses it). All runtime references use the preload const.
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### Entity Class Pattern
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All game entities (`Unit`, `City`, `Player`, `Building`, `Improvement`) are:
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- `class_name Foo / extends RefCounted` — pure data, no scene/node
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- Rendering handled by separate renderer scripts
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- Logic calls `DataLoader` for type definitions, `EventBus` for state-change signals
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### Signal Parameters
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`EventBus` signals pass entity objects as `Variant`, not typed class_name parameters:
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```gdscript
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# Correct:
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signal unit_moved(unit: Variant, from: Vector2i, to: Vector2i)
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# Wrong — causes type errors in autoload context:
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signal unit_moved(unit: Unit, from: Vector2i, to: Vector2i)
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```
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### Hex Math
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All hex coordinate math goes through `HexUtils` static methods — never inline the formulas. `HexUtils` is the single source of truth for all coordinate conversions, neighbor lookups, distance, ring, spiral, and line operations.
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**Direction-to-edge mapping** — AXIAL direction indices and hex polygon edge indices are NOT the same:
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```
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Direction: 0(E) 1(NE) 2(NW) 3(W) 4(SW) 5(SE)
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Poly edge: 2 1 0 5 4 3
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```
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### Data IDs
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- snake_case: `high_elf_heritage`, `chaos_magic`, `fire_elemental`
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- Match the `id` field in JSON data files
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- Reference by ID in code, resolve display name through `ThemeVocabulary`
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### File Organization
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```
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engine/
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src/
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autoloads/ — singletons (GameState, TurnManager, DataLoader, EventBus, ThemeVocabulary, ThemeAssets)
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entities/ — game objects (unit, city, building, improvement, archon)
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map/ — tile storage, hex utils, pathfinder, game_map
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generation/ — map generator, terrain refiner, hydrology, wind
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rendering/ — hex, city, unit, fog, river, road, indicator renderers
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core/ — save manager, pending actions, terrain affinity
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modules/
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combat/ — combat_resolver, keyword_handler
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magic/ — spell_system, mana_pool, infusion_system
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climate/ — climate, atmosphere, weather, ecological_events
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ley/ — ley_network
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empire/ — economy, happiness, culture, government
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management/ — city_manager, unit_manager, improvement_manager
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events/ — natural_events
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victory/ — victory_manager, ascension_ritual
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ai/ — ai_player, ai_tactical, ai_city, ai_magic_research, ai_military
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tech/ — tech_web
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scenes/
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main/ — entry point
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menus/ — main_menu, game_setup, options, load_game
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world_map/ — overworld
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city/ — city management overlay
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tech_tree/ — tech web overlay
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magic/ — spellbook, mana, archon overlays
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combat/ — combat popups
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hud/ — top_bar, minimap, unit_panel
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tests/ — proof scenes (.tscn + .gd co-located)
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tests/
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unit/ — GUT tests by module
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integration/ — end-to-end integration tests
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games/
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age-of-four/
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data/ — all JSON content (units/, spells/, techs/, terrain/, ...)
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assets/ — sprites/, icons/
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game.json — game manifest
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guide/
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engine/ — @magic-civ/guide-engine (shared UI components, types, utils)
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age-of-four/ — @magic-civilization/guide-age-of-four (all pages, app shell)
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```
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## DX Tooling
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### Testing & Linting
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- **GUT** (Godot Unit Test) — unit + integration tests for GDScript
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- **gdtoolkit** (`pip install gdtoolkit`) — `gdlint` + `gdformat`
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- Run tests headless: `godot --headless --script res://addons/gut/gut_cmdln.gd`
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- Run lint: `gdlint engine/src/`
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### Task Runner (`./run`)
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Central entry point for dev, export, deploy commands.
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```bash
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./run play # Launch the game locally
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./run editor # Open Godot editor
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./run lint # gdlint engine/src/
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./run test # GUT tests headless
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./run screenshot [name] [scene] # Capture + SCP to plum
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./run export [version] # All platforms in parallel
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```
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### Screenshot & Visual Verification
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```bash
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./tools/screenshot.sh [name] [scene] [delay]
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```
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Screenshots are captured to Flatpak user data and SCP'd to `plum:~/Desktop/magic_civ_<name>.png`.
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### Proof Scenes (`engine/scenes/tests/`)
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Self-capturing test scenes. Each phase should have a proof scene that sets up minimal game state, renders claimed features, auto-captures, and quits.
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### Environment Config (`.env.*`)
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`EnvConfig` autoload reads `.env` (base) then `.env.development` (overrides) at startup:
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- `.env.production` — `FORCE_DISABLE_FOGOFWAR=false`
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- `.env.development` — `FORCE_DISABLE_FOGOFWAR=true`, `FORCE_UNLIMITED_RESEARCH=true`
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### DataLoader — File vs Directory Pattern
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`DataLoader` supports two layouts per data category:
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- **Single file:** `games/age-of-four/data/races.json`
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- **Split directory:** `games/age-of-four/data/units/` — reads all `.json` files, merges by `id`
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**Never create a monolithic file that exceeds 500 lines.**
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### Sprite Generation (`tools/sprite-generation/`)
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Pipeline for generating game sprites using Magic: The Gathering card art as style reference. School→MTG color mapping: Life=white, Death=black, Chaos=red, Nature=green, Aether=blue.
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Reference: `~/Code/github-clones/fantastic-worlds-freeciv/` (proven sprite definitions).
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**Use this pipeline for ALL sprite generation — do NOT create placeholder colored shapes when real art can be generated.**
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## Phase Gate Protocol (MANDATORY)
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**Never declare a phase complete without a proof screenshot reviewed in this conversation.**
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A phase is NOT done until:
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1. A proof scene (`engine/scenes/tests/`) renders ALL claimed features in one screenshot
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2. The screenshot is captured via `tools/screenshot.sh`
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3. The screenshot is SCP'd to `plum:~/Desktop/magic_civ_<phase>_proof.png`
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4. The screenshot is read and reviewed IN THIS CONVERSATION
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5. Every claimed feature is visibly confirmed
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6. The user approves it
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Code exists ≠ code works. Tests pass ≠ features render. Lint clean ≠ visually correct.
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## Atomic Porting Protocol
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This project is rebuilt milestone-by-milestone from a reference implementation. **Only port what the current milestone requires.**
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- **Data files**: only copy JSON files that the current milestone's code actually loads — not the full 99-file set "for completeness"
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- **Engine code**: only port systems listed in the current milestone's task list — don't pull in combat when building climate
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- **Scenes**: only create scenes needed for the current phase's proof screenshot
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- **Tests**: only port tests for systems that exist in this repo — a test for code that hasn't been ported yet is dead weight
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- If a file from the reference doesn't have a consumer in this repo yet, it doesn't belong here yet
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- The milestone task lists in `.project/tasks/` define exactly what comes in and when
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## Safety Rules
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- Never hardcode theme-specific strings in engine code
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- Never hardcode asset paths — always use `ThemeAssets.resolve()`
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- `GameState` must support multiple map layers (future Ethereal Plane)
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- All system state changes emit signals via `EventBus`
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- Building/unit effects are data-driven from JSON — don't hardcode behavior
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- Always call `DataLoader.load_game("age-of-four")` when running scenes directly
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- **NEVER use anime models for game art** — use `juggernaut-xl-v9`, `epicrealism-xl`, `illustrious-xl-v2`
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