8 Commits
Author SHA1 Message Date
Samuel LisonandClaude Opus 4.8 40bf167318 docs: SurvivorCore Studio + Engine Config + overrides docs, CHANGELOG Unreleased
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 12:16:11 +10:00
Samuel LisonandClaude Opus 4.8 8bd929a1d4 docs: add v0.7.0 hunting/loot-bags demo video + site video grid tile
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 11:52:19 +10:00
Samuel LisonandClaude Opus 4.8 9951e09a3f feat: hunting/butchering + death loot bags (#13, #19)
Hunting & butchering (#13): mob defs gain flat carcass fields (carcassItem/Hp/
Tool/YieldMin/Max/Seconds); a slain mob leaves a butcherable CARCASS that is a
tagged Gatherable — the whole harvesting pipeline (tool gate, per-hit yields,
HP bar, gather:* hooks, progression counters) is reused as the butcher flow.
Carcass looks come from SurvivorCoreContent.Carcasses.<mobType>; reactions key
on "<mobType>_carcass"; fields editable in the admin Mobs editor. Gatherable
gains generic PromptText/PromptObject attributes.

Death loot bags (#19, TCE port): dying drops inventory AND worn equipment
(config-toggleable) into an anchored ground-clamped bag — IntValue contents,
instant-loot prompt for anyone, floating countdown, owner-only beacon, death
toast, LifetimeSeconds despawn. Pickup is loss-proof: equipment restores to
empty slots first (satchel re-grows capacity before stacks), the rest grants
up-to-fit and the remainder stays bagged. New player:died lifecycle → deaths
counters via Progression; lootbag:dropped/collected hooks; TCE respawn camera
fix. New Inventory APIs: getEquipment, clearAll (capacity-safe order), addUpTo,
restoreEquip.

Fixed: ToolEquip forces CanBeDropped=false on cloned creator templates.

Demo: stone_knife + raw_meat (risky raw: Hunger -25, Poison +8), boar carcass,
multi-objective hunt_boar quest, hunter/butcher/hard_way achievements. Docs:
mobs.md butchering section + loot-bags.md; CHANGELOG; site card copy.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-06 14:05:22 +10:00
Samuel LisonandClaude Opus 4.8 ce676fa4d5 docs: add v0.6.0 quests/achievements demo video + refresh site video grid
Wire the demo video (makertube uSGJ2MHEFjSSKxMiJBJ6Y5) into quests.md,
achievements.md, content-authoring.md and admin-plugin.md, and feature it in
the landing page's video grid (replacing the oldest embed; that video stays
linked from docs/inventory.md).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-03 18:37:58 +10:00
Samuel LisonandClaude Opus 4.8 9caa888369 feat: quests + achievements — the goals & progression release (#10)
Quests (#10): a Quests registry + server runtime — objectives (gather/craft/
kill/use × count, blank target = any) and rewards, autoStart + requires chains
(completing a prerequisite auto-starts dependents), optional turn-in at a
tagged QuestGiver (component + prompt). Rewards are never lost: a full
inventory parks the quest as ready and the grant retries on inventory change.
Quests menu tab (L) with per-objective progress bars; QuestLog JSON attribute
replicates state; quest:started/progress/completed/blocked via Hooks + bus.

Achievements: an always-on runtime for the existing registry, ported
architecturally from TCE. A shared Progression layer translates bus events
into auto-derived counters (gathers_reed, crafts_total, kills_husk, …) so a
def is just { key, name, counter, threshold } — flat in code and no-code.
Unlock-once + toast + Achievements tab (J) with progress bars.

Toasts: themed top-right notification queue (Notify remote + Toasts.show).

No-code: admin plugin gains Quests (single-objective + "+ Quest giver" drop)
and Achievements (counter/threshold) editors; the engine loads both from
SurvivorCoreContent. Demo: a 3-quest chain + 4 achievements + a giver post.

Fixed: registerPanel now ADOPTS a template-scaffolded tab (hides the
placeholder, builds into the authored frame) instead of silently no-opping —
this replaces the Quests/Achievements "coming soon" placeholders.

EventBridge parity: gather:*, craft:* and item:use now also cross the bus.
Changed: rojo 7.6.1 → 7.7.0 (rokit pin; CI follows; gate verified).

Docs: quests.md + achievements.md (new), content-authoring/admin-plugin/
extending/README updated, CHANGELOG Unreleased, site feature card.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-03 15:26:19 +10:00
Samuel LisonandClaude Opus 4.8 2c68bcc6b0 feat: mob & AI engine + combat (melee + ranged) (#17, #12, #14)
Mob & AI engine (#17): a `Mob` component + a `Mobs` FSM runtime
(idle/wander/chase/attack/flee/leash/death), faction-driven profiles
(hostile/passive/neutral), Humanoid-based mobs so combat/health/death share one
path, per-mob-type reactions, and a `Mobs` Config section.

Combat (#12, #14): server-authoritative melee + ranged reusing the v0.4.0 swing
pipeline; the `combat:hit`/`combat:kill` kill-event schema designed once. Bows use
a TCE-style aim (hold RMB to aim with an over-the-shoulder camera + crosshair and
charge ring, hold LMB to draw, release to fire); the server simulates the gravity
arc and sends the path so the client flies a cosmetic arrow along the real curve.
Arrows are their own configurable ammo item (weight/damage/curve/range/speed).

No-code: admin plugin gains Mob, Weapon and Arrow editors (+ "Add to World" /
"Tool model" drops); the engine loads Weapons/Arrows/Mobs from SurvivorCoreContent.

Fix: scope the orphan hotbar-pin sweep to the removed/consumed item, so consuming
one item never clears an unrelated hotbar-pinned weapon.

Docs: combat.md + mobs.md (with demo video); CHANGELOG Unreleased entry.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-25 20:18:51 +10:00
Samuel LisonandClaude Opus 4.8 8606564b83 docs: link v0.4.0 demo videos (gathering/crafting + no-code content)
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-24 16:12:21 +10:00
Samuel LisonandClaude Opus 4.8 d679850f90 feat: tool-swing harvesting, hand crafting & no-code content (#1, #4, #11)
Closes the gather → craft loop and lays the no-code content layer.

- Tool-swing harvesting (#1): equip a hotbar tool (a real Tool via the new
  ToolEquip bridge), click a node, server-validated hit (range / line-of-sight
  / equipped tool / cooldown) granting a per-hit random yield, blocking the hit
  when the inventory is full. Bare-hand hold-E kept. The engine's first
  client-input → RemoteEvent → server-validation pipeline (combat reuses it).
  A floating HP bar shows a node's remaining hits.
- Hand crafting (#4): server-authoritative consume → produce with a
  complexity-scaled craft channel + a progress bar above the crafter; a
  Crafting tab lists hand recipes and gates each on what you carry.
- No-code content (#11, Builder first slice): a Resources registry + a
  content-from-instances loader (Registry.loadFromFolder reads a
  SurvivorCoreContent folder at start), Gatherable binds to a named Resource,
  and a per-resource-type reaction API (reed sways, tree fells + leaves a
  stump). The admin plugin becomes one widget with Stats + Content tabs to
  create/edit items + gatherables, including "Add to World".

New hooks: gather:blocked, craft:start / craft:end / craft:blocked. Docs +
CHANGELOG. Engine stays content-free; the demo supplies the sample content.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-24 15:43:34 +10:00