Commit Graph

168 Commits

Author SHA1 Message Date
8ff789c576 feat(gameplay): spawn creatures during chunk generation
Add creature spawning to chunk generation with a configurable
SpawnConfig, including a default pig spawn. Spawning occurs in
the final generation phase and registers entities through the
server world's entity manager.

Also destroy entities when their chunk is unloaded to prevent
orphaned entities and expose the entity manager from ServerWorld.
2026-08-05 16:56:02 +08:00
322fb2fea0 refactor(localization): switch block translations to item naming
Remove the `name_key` field from block definitions and use item-based
localization keys (`item.*.name`) for inventory display. Item data now
stores the localized name at load time.
2026-08-05 15:42:53 +08:00
277aab1b81 feat: add --direct-enter option to skip to world scene
Support a new CLI flag that launches the app directly into the world scene. If no IP is provided, it starts a local server on the specified port and connects to 127.0.0.1; otherwise it connects to the given IP. With this flag enabled, a port must be specified via -p. Also expose SceneManager::push as public so scenes can be pushed immediately when bypassing the normal menu flow.
2026-08-05 15:30:14 +08:00
30b4060fb5 perf(render): skip entities outside loaded chunks 2026-08-05 15:15:01 +08:00
0ffa2804d1 refactor(gameplay): update systems per entity with chunk check
Refactor server entity update flow to process entities individually,
skipping those whose chunk is not loaded. System update methods now
accept a single entity instead of iterating the full registry view,
and `ServerWorld::get_chunk_ref_count` is added to determine if an
entity's chunk is active.
2026-08-05 10:00:52 +08:00
abf1f4db7d feat: add pig spawn egg item
Add pig spawn egg asset and texture, parse spawn egg item kind and creature property, and spawn the configured entity when used on an empty block. Also fix item texture loading to use actual image dimensions and update selected item UI sizing.
2026-08-04 18:00:08 +08:00
1514338144 fix: stabilize block item registration and display
Store item names as owned strings in ItemManager, set block type
property for block items, validate item kind before placement, and
handle items without textures gracefully in inventory UI.
2026-08-04 16:58:57 +08:00
8af30e159d fix(gameplay): use inline const for static EMPTY members
Use inline const for static EMPTY members to avoid ODR and linker issues.
Add missing block_manager.hpp includes in gameplay sources.
2026-08-04 16:20:16 +08:00
0259ca71ce refactor(item): decouple items from block types
The item system now supports an ItemKind and property, allowing item JSON to declare a type instead of assuming every item is a block. BlockManager was moved to its own header, redesigned around concurrent hash maps, and exposes id_from_name(). Texture and UI code now key items by ItemID, while block placement resolves the block type from the item registry.
2026-08-04 16:14:00 +08:00
2358cfd9a4 feat(item): add item manager with JSON asset loading
Implement ItemManager to load and query item definitions from assets/item JSON files. Add ItemData struct, item asset metadata, CMake source registration, and initialize the manager during app startup. Also add AGENTS.md repository guidelines.
2026-08-04 14:24:10 +08:00
5e7c6ec891 refactor(json): migrate from nlohmann to rapidjson
Replace nlohmann::json with rapidjson across localization, hitbox manager, server world, and sensitive filter. Add json_utils helper for converting rapidjson documents to maps, and improve parse error handling.
2026-08-04 13:17:45 +08:00
ef3be12b64 build: replace nlohmann json with rapidjson 2026-08-04 11:51:05 +08:00
d970988022 feat(render): interpolate entity transforms for rendering
Add RenderTransform component to smooth position/direction updates
and use it in entity and shadow passes.
2026-08-04 10:59:56 +08:00
e2bbc2d57f feat: sync entity direction and rotate models accordingly
Move direction into the transform component and include it in server-to-client entity updates. Client now sets transform direction from the network message and uses it to compute yaw for model rotation, so entities visually face their movement direction. Refactor net_utils to support arbitrary Vec3 fields.
2026-08-04 10:46:31 +08:00
5980400e2e feat(creatures): refine pig movement physics
Add movement constants for pigs and switch deceleration to per-axis friction so creatures stop naturally. Extend wander boost duration for smoother behavior.
2026-08-02 16:36:56 +08:00
a54858e4c6 feat(server): send entity position updates to all sessions 2026-08-02 14:01:56 +08:00
2e4a32fed7 feat(gameplay): add server-side entity movement and AI
Refactor LocalPlayer::update_physical to operate on a passed position, and run speed, physical, and wander AI systems in ServerEntityManager.
2026-07-31 20:51:14 +08:00
c5ce91e653 refactor(ecs): move entity physics to tick-based systems
Update PhysicalSystem and SpeedSystem to operate on entt::registry
instead of individual components. Add TickVelocity for server creatures
so movement is calculated per tick without frame delta time. LocalPlayer
now implements its own client-side physics with collision detection.
2026-07-31 20:39:40 +08:00
412f88565a feat(ai): add wander AI system with move boost
Add AIBase and WanderAITag components, a WanderAISystem, and a MoveBoost component to control wandering behavior. Replace the old MoveState with MoveBoost and include a horizontal random direction helper.
2026-07-31 19:59:33 +08:00
8451921161 feat(gameplay): implement entity update packets
Add S2CEntityUpdate to sync entity positions from server to client, including update handling in the client entity manager and server-side AI updates.
2026-07-31 17:44:33 +08:00
d6f304e6ca feat(entity): add client-to-server entity creation and destruction requests
Extend the network protocol with `C2SEntityCreateRequest` and `C2SEntityDestoryRequest` packets. Refactor entity managers to split public client-facing create/destroy methods that send requests over the network, from internal handlers that process received packets. Add utility functions for converting protobuf Vec3 to glm::vec3.
2026-07-30 15:53:09 +08:00
826c6600d0 feat(gameplay): add entity destruction support 2026-07-30 15:24:19 +08:00
b166bab4f3 feat(gameplay): implement entity system with concurrent task handling and fix model loading 2026-07-30 15:05:56 +08:00
efa49a98b7 refactor(gameplay): replace client thread with timer-based system and add entity manager 2026-07-29 18:17:15 +08:00
3a9ab6a14a feat(gameplay): add entity managers and refactor to ECS components 2026-07-29 18:06:04 +08:00
d15037e7a3 refactor(gameplay): separate player logic into manager and ECS components 2026-07-28 21:00:04 +08:00
0ff5820e6e refactor(gameplay): rename ClientPlayer to LocalPlayer 2026-07-28 18:09:43 +08:00
5e96c1573b build: add entt library 2026-07-28 18:03:51 +08:00
90273e87f2 refactor(gameplay): integrate model and hitbox ID system into Entity
- Introduce HitboxID, EntityID, and ModelID types for safer ID-based lookups
- Replace AABB struct with Hitbox (includes HitboxID)
- Convert ModelManager and HitboxManager to singletons with Handle structs
- Update Entity to store IDs for model and hitbox, removing direct references
- Reorganize creature model assets into subdirectories per entity type
- Add player model (player.glb) and collision data for pig
- Remove ModelManager dependency from App and Renderer
- Add namespace parsing utility for asset paths
- Mark sparse_vector::insert() with [[nodiscard]]
2026-07-28 14:28:22 +08:00
1e106d75a3 refactor(gameplay): extract physics and collision from ClientPlayer into PhysicalSystem
Move per-axis collision detection and move distance calculation to new
PhysicalSystem. Move SpeedSystem implementation from inline header to
separate .cpp file. Add const accessors to Entity. Replace inline AABB
helper with HitboxManager registration of player hitbox using new
PLAYER_SIZE constant. Remove obsolete members and functions from
ClientPlayer.
2026-07-28 11:43:10 +08:00
bd1a9557a5 refactor: move movement logic into SpeedSystem and Entity components 2026-07-28 10:54:13 +08:00
a5c1c7d4aa refactor(gameplay): extract Entity base class from ClientPlayer
Move position, walk pose, velocity, orientation, movement, and gravity
fields and their accessors into a new Entity base class. ClientPlayer now
inherits from Entity, removing duplicated members. Also update velocity
handling to use 3D vector per axis and adjust related logic.
2026-07-28 09:27:28 +08:00
802d2ecb5a refactor(gameplay): extract movement, gravity, orientation, and walk pose into structs 2026-07-28 08:53:51 +08:00
ab605f7590 feat(render): add model ID system with concurrent lookup and namespace-based loading
- Extract `ModelID` and `Model` struct to new `model.hpp`
- Replace `std::unordered_map` with `tbb::concurrent_hash_map` for thread safety
- Add `get_model(ModelID)`, `get_model_id`, `get_model_name` methods
- Parse model names in `namespace:name` format to construct asset paths
- Update `load_model` to accept `string_view` and use ID-based management
2026-07-27 21:03:31 +08:00
15d5af34b9 refactor(gameplay): replace entt components with SparseVector for player data
Refactor client world to use a custom SparseVector for player data instead of entt registry. Consolidate Transform, ViewAngles, and related structs into Position, Orientation, WalkPose. Introduce PlayerData and PlayerRenderData. Remove the unused move_system.cpp. Unify player render and shadow render into a single function.
2026-07-27 20:21:44 +08:00
6d0e60e241 build: remove entt library 2026-07-27 09:33:51 +08:00
930226cc47 feat(gameplay): implement entity movement system with collision detection
- Add Velocity and HitBoxes components to entity
- Introduce HitboxManager for loading per-entity collision AABBs from JSON
- Create MoveSystem with per-axis collision handling
- Move get_block_aabb to base World class and add virtual get_per_tick_time
- Remove static get_block_aabb from ClientWorld; use member m_per_tick_time for tick duration
2026-07-25 17:47:13 +08:00
f9bf2f4b89 refactor(gameplay): add base classes Chunk and World for shared logic 2026-07-25 15:47:46 +08:00
df3ac5b5db refactor(collision): convert AABB to center-half representation and migrate player data to ECS 2026-07-25 14:53:19 +08:00
2568eb7d18 refactor(render): unify model and player rendering with single shader pipeline 2026-07-25 13:29:52 +08:00
2e3b4f4f0f feat(render): add shadow pass for entity models 2026-07-25 11:57:00 +08:00
5951a5e81c feat(entity): add ECS-based entity rendering 2026-07-25 11:19:27 +08:00
849386a3bc build: add EnTT library 2026-07-25 10:29:04 +08:00
94fed9a810 feat(render): add model loading and rendering pipeline 2026-07-24 18:35:09 +08:00
zhenyan121
def311c7dd feature: hud (#37)
* build: replace FetchContent with direct includes for glm

* build(deps): replace SOIL2 with stb for image and vorbis decoding

* build: replace FetchContent with direct includes for toml++

* refactor(texture): bump block texture size to 512 and disable items tab

* feat: add hotbar system with ItemStack and RowLayout

* fix(ui): restrict Ctrl key handling to typing mode

* feat(ui): add widget border support and highlight selected hotbar slot

* fix(ui): update borders on scale change and correct Image width

- Added update_border() calls in set_scale() for Button, ChatBox, Image, Label, and TextField.
- Fixed Image::width() to multiply by width instead of height.
- Added early return in Widget::update_border() if border is not supported.

* feat(ui): add border visual feedback on slider drag

* feat(ui): add ItemSlot widget and refactor hotbar to use it

* feat(world_scene): add inventory UI and pause type enum

* feat(ui): add item slot tooltip and make window size static

* fix(ui label): account for background offset in width/height

* refactor(ui): centralize item info label in inventory and add update

* feat(ui): add hotbar interaction in inventory UI

* fix(inventory-ui): correct row creation logic for first item

The loop starting at index 0 created a new row on the first iteration
(i % 10 == 0). Shift the loop to start at 1 and adjust modulus condition
to create rows correctly every 10 items.

* feat(block): add name_key for localized block names

Add `name_key` field to all block TOML definitions, enabling per-block localization. Update `BlockData` struct and `BlockManager` with `local_name()` method that returns a localized string via the translation system. Add corresponding entries to `en_US.json` and `zh_CN.json`. Modify inventory UI to use the localized name when displaying block info, and fix a bug where emptying a hotbar slot did not clear the item locally.

* fix(ui): change inventory item slot color from white to gray

* fix(ui): add missing include for std::array
2026-07-23 14:07:11 +08:00
zhenyan121
45d2c8234a feature: chat (#36)
* fix(config): load config on demand in get/set instead of asserting

* feat(chat): implement in-game chat box with UTF-8 support

- Add ChatMessage struct and ChatBox widget for displaying and sending messages
- Introduce split_utf8() in text_tools for splitting UTF-8 strings by character count
- Add TimeTools utility (get_time_ticks) for message timestamps
- Update TextField with start_typing/stop_typing methods and set_typing()
- Integrate text input handling in WorldScene and WorldUIManager for chat
- Add utf8cpp library for robust UTF-8 validation and processing
- Add ChatBox rendering and input logic (src/ui/chat_box.cpp)
- Register ChatBox source in CMakeLists.txt
- Fix Renderer::render_lable to skip rendering if VAO is null
- Update credits to include utf8cpp library

* fix(ui): correct chat box layout with dynamic height and bottom anchor

* feat(chat): implement client-server chat messaging

Add protobuf definition for ChatMsg, new packet ID CHAT_MSG (4001), and
handle sending/receiving chat messages on both client and server side.
Wire up UI components (ChatBox, TextField) to allow message input and
display, including a message queue in ClientWorld for thread-safe
processing. Also add default initialization for ChatMessage::time.

* feat(chat): distinguish between send and cancel in chat input

* feat(ui): add background to Label widget and refactor debug overlay

* refactor(ui): decouple ChatBox from image dependencies, allow custom TextField backgrounds

TextField's background is now a generic `Widget` pointer, enabling use of any widget (e.g., `Rect`, `Image`) as background. `ChatBox` no longer creates its own `TextField`; it accepts one via `set_text_field`. Removed `set_d_image` and `set_default_image` in favor of `set_background`. Added a shared default image constant in `default_image.hpp`. Updated `host_game_ui.cpp`, `join_game_ui.cpp`, and `world_ui_manager.cpp` to construct backgrounds accordingly.

* refactor(ui): move width, height, and fill properties to base Widget

Consolidate width, height, and fill (fill_parent, fill_width, fill_height) into the base Widget class. Replace per-widget set_fill(bool) with set_fill_parent(bool), set_fill_width(bool), and set_fill_height(bool).

* refactor(ui): generalize Label background, add ChatBox width method

* feat(chat): implement message expiration after 5 seconds

* feat(ui): add word wrap for chat messages with font width measurement

* feat(audio): implement voice chat using Opus codec

Add voice chat support with Opus encoding/decoding, push-to-talk (V key), and new audio recording infrastructure.

* feat(audio): implement voice chat with Opus codec and streaming audio source

Add AudioStreamSource for continuous PCM playback. Refactor voice send/receive to encode with Opus and stream to a dedicated source instead of per-frame sources. Enable voice transmission over network.

* feat(audio): add spatial voice source with underwater effects

Update voice source to support spatial positioning, low-pass filter, and reverb effect for underwater immersion. Adjust source pool size and low-pass filter parameter. Correct receive_voice parameter type.

* feat(settings): add player voice volume and voice input type options

- Add player voice volume slider and voice input type combo in settings UI.
- Add localization strings for player voice and voice input types.
- Add config overloads for const char* default values.
- Implement voice input types (PTT, always, off) in world scene.
- Refactor WorldScene member order and add load_config method.
- Update audio engine to use player voice volume.
- Downgrade some logging to debug.

* fix(event): delegate error UI events to each handler

Move error UI event check from top of handle_event into each individual
event handler (mouse_move, mouse_button, mouse_wheel, key, text_input).
Also flatten window resize dispatch: all sub-handlers are called regardless
of previous handler return values, and the method always returns false.

* feat(chat): add colored system messages for player join/exit

* chore(logging): reduce verbosity for audio loading and input events

* fix(settings): fix typo in config key "vloume"

* feat(ui): add microphone icon when recording voice

* feat(voice): limit voice message range to 48 units

* chore(logging): downgrade text input log level to debug

* feat(credits): add license identifiers and reorganize license files

* feat: add sensitive word filter for chat messages

Implement AC automaton-based filtering using a sensitive lexicon loaded from a JSON asset file. The filter is applied to both player names and chat messages before broadcasting, and can be toggled via the `sensitive_filter` config option.

* feat(server): add config option to disable voice chat

* fix: correct utf8 validation, add missing include, remove debug log
2026-07-21 10:21:05 +08:00
zhenyan121
0f731530da refactor: logger (#35)
* refactor(log): convert Logger from namespace to class with static methods

- Replace the Logger namespace of free functions with a Logger class containing static methods (info, error, warn, debug).
- Simplify log calls by removing explicit source_location parameters; adopt `std::print` for output formatting.
- Undefine common macro names (DEBUG, INFO, ERROR, WARN) to avoid collisions.
- Update `renderer.cpp` to use `Logger::debug` instead of the old `Logger::log`.
- Add missing `#include <source_location>` in `audio_error.hpp`.
- Fix early return condition in `WorldScene::set_pause`.

* refactor(camera): remove reset_camera method and first-mouse flag

* refactor: replace --no-debug with logging options, add assertions, fix typo

- Removed `--no-debug` CLI flag and added `--logs-path`, `--log-level`, `--enable-filelog`, `--enable-consolelog`.
- Added file logging support with daily rotation, log level threshold, and console/file output control.
- Added `m_init` check in `Config::get`/`set` to prevent use before initialization.
- Fixed typo in `DebugCollector::destroy` (`distory` → `destory`).
- Removed `debug_on` parameter from `Renderer::init`; OpenGL debug output is now unconditionally enabled in debug builds.

* feat(debug): enable GL debug context flag in debug builds
2026-07-18 10:40:34 +08:00
zhenyan121
2b75c510af refactor: window (#34)
* build: add SDL3 dependency

* refactor(window): migrate from GLFW to SDL3 for window and input

* refactor: remove unused GLFW includes and commented-out code

* refactor(input): use relative mouse motion and simplify camera mouse update

* refactor(event-handling): guard input events with imgui state

Move mouse enable/disable logic into set_imgui_enabled and check imgui_enable before forwarding non-ImGui events to handlers. This prevents duplicate processing and ensures proper mouse state when toggling ImGui.

* fix(camera): reset camera on resize events and fix input handling on imgui toggle

- Add Camera::player() accessor.
- Handle WindowResizeEvent and FrameBufferResizeEvent to reset camera.
- Fix escape key handling to disable mouse before toggling imgui.
- Fix left alt handling to toggle mouse state correctly.
- Reset player key status when toggling imgui.

* fix(client_world): add direct exit flag to break connection error loop

* refactor(debug): add d_rep template and remove widget ID

* feat(debug_collector): add video driver display to debug UI

* fix: invert debug flag logic and rename to no_debug

The previous 'debug_on' field was never set to true by default, causing
debug mode to never be enabled. Now renamed to 'no_debug' and the
renderer initializes with debug enabled unless the --no-debug flag is
given.

* feat(window): add video driver selection via config and --video-driver argument

* ci: add vcpkg cache

* fix: mscv cpp version show

* fix: context delete too early

* fix: ci build fail

* fix: opengl resource delete error

* fix: add // NOLINT for NvOptimusEnablement and AmdPowerXpressRequestHighPerformance

* fix: windows ime fail on fullscreen

* feat(ui): update text input area on field changes and window resize

* fix(ui): initialize m_app pointer to nullptr

* feat(window): add exclusive fullscreen support with WM detection

* refactor: simplify WM detection and exclusive fullscreen default

Removed WindowManager enum; detect_wm() now returns string directly.
Default exclusive fullscreen based on platform (true on Linux).
Added WM info to debug overlay.

* feat: add Alt key to close ImGui; clarify debug log

* refactor(dev-panel): remove direct settings UI from settings tab
2026-07-17 18:08:51 +08:00
zhenyan121
d6e1e4a50e refactor: argument (#33)
* refactor(config): remove TOML config loading and replace is_client with host_game

* feat(network): add net_error_message helper and use for error logging
2026-07-17 09:00:26 +08:00
zhenyan121
d62b310a21 feature: localization (#32)
* build: add nlohmann/json library

* build(deps): add harfbuzz dependency

* feat(cmake): add guard to reject macOS builds

* feat(font): add HarfBuzz shaping and replace font with unifont

* feat(localization): add i18n support with en_US and zh_CN translations

Implement Localization class to load JSON translation files. Replace hardcoded strings in UI with translation keys and update sliders/combo buttons to use dynamic text.

* feat(localization): detect system locale for language default

* feat(settings): add language selection option with restart notification

* fix: use vckpg to add freetype on windows
2026-07-16 17:11:53 +08:00