Stands up the CODE_REPO the rewrite is written into (D-049, D-058). Godot 4.7.2 /
.NET 8 / Godot.NET.Sdk 4.7.2. Nothing is generated, meshed, or ported — this is the
shell and the two data contracts.
Four layers, each with its boundary stated in a directory README:
Core/ math + data only, and engine-free — depends on nothing above it
Server/ authoritative logic (empty this phase)
Client/ rendering (empty this phase)
Tools/ the offline generator — may NOT reference Client (Phase 1 fills it)
Contracts (compiling stubs, no algorithms):
- Column model (D-053): a 2D grid of columns, each a stack of (material, thickness)
runs, any material at any depth. Air is the TOP RUN — there is no air-vs-solid
height branch, and no surface-height accessor exists to reintroduce one. Water is
not a band; it stays an overlay.
- Material schemas (D-054): terrain and building as two append-only registries,
bridged by a recipe seam that is deliberately EMPTY. Identity is a registry key,
never a serialized ordinal. Mesh style is per-ORIGIN and is not a material field.
Rails, so Phase 1 inherits them rather than rediscovering them:
- GenerationScale: MapSize is a parameter, everything derives from it, nothing uses
a raw pixel number. Tightening over the reference — decorrelation offsets are
declared in map widths, not pixels (chat1/00 §4.2).
- ToolingPaths: config/blueprint/output paths all env-overridable, resolved in one
place, so a batch cannot touch the developer's live files.
- FileSafety: the permanent no-deletion rules as throws rather than sentences.
user:// isolation: project name and use_custom_user_dir both pin the runtime dir to
~/.local/share/islaApocalypse-v2/, away from the old prototype's preserved seeds and
batches. Tools/Scenes/UserDirProbe.tscn confirms it rather than assuming it.
64 lines
2.3 KiB
C#
64 lines
2.3 KiB
C#
namespace IslaApocalypse.Core
|
|
{
|
|
/// <summary>
|
|
/// A row in the BUILDING material schema — what players construct with.
|
|
/// → `Design - Data - Material Schema.md` §2, D-054.
|
|
///
|
|
/// ⚠ DELIBERATELY A SEPARATE SCHEMA FROM <see cref="TerrainMaterial"/>, NOT A TAG ON ONE TABLE.
|
|
/// Natural stone and a placed stone block are not the same thing tagged differently: one is a
|
|
/// resource you harvest, the other is something you craft and build with. One tagged table was
|
|
/// considered and REJECTED — it blurs the resource→product relationship that IS the survival
|
|
/// loop, and invites the two concerns to bleed into each other the way biomes bled into terrain.
|
|
/// The bridge between the two schemas is <see cref="RecipeRegistry"/>, not a shared row type.
|
|
///
|
|
/// ⚠ NO MESH-STYLE FIELD HERE EITHER — same rule, same reason. See <see cref="TerrainMaterial"/>.
|
|
///
|
|
/// APPEND-ONLY. Adding a material is one new row.
|
|
/// </summary>
|
|
public sealed class BuildingMaterial
|
|
{
|
|
/// <summary>Identity. A registry key, not an ordinal.</summary>
|
|
public MaterialKey Key { get; }
|
|
|
|
/// <summary>Human-facing name. Presentation only.</summary>
|
|
public string DisplayName { get; }
|
|
|
|
/// <summary>
|
|
/// How far this material carries structural support from an anchor, before decay.
|
|
/// → `Design - Systems - Structural Integrity.md` (D-055: per-material reach).
|
|
/// </summary>
|
|
public float SupportReach { get; }
|
|
|
|
/// <summary>How fast support falls off across that reach. 0 = no decay, 1 = immediate.</summary>
|
|
public float SupportDecay { get; }
|
|
|
|
/// <summary>Weight the material imposes on what carries it.</summary>
|
|
public float Weight { get; }
|
|
|
|
/// <summary>Damage the material absorbs before failing.</summary>
|
|
public float Durability { get; }
|
|
|
|
/// <summary>
|
|
/// Runtime-only dense index. ⚠⚠ NEVER SERIALIZED — see <see cref="TerrainMaterial.RuntimeIndex"/>.
|
|
/// </summary>
|
|
public int RuntimeIndex { get; internal set; } = -1;
|
|
|
|
public BuildingMaterial(
|
|
MaterialKey key,
|
|
string displayName,
|
|
float supportReach,
|
|
float supportDecay,
|
|
float weight,
|
|
float durability)
|
|
{
|
|
Key = key;
|
|
DisplayName = displayName;
|
|
SupportReach = supportReach;
|
|
SupportDecay = supportDecay;
|
|
Weight = weight;
|
|
Durability = durability;
|
|
}
|
|
|
|
public override string ToString() => $"BuildingMaterial({Key})";
|
|
}
|
|
}
|