Brandling Safari: LAN safari-zone creature catching on the HD-2D engine

- Authoritative 30 Hz server (ENet, SQLite): accounts, characters, wild AI, tall grass /
  water / wandering spawns, fishing, captures, follower chains, clock + weather, LAN beacon
- Client: title / join / character creator / play screens, prediction + reconciliation,
  interpolated players and parties, HD-2D UI (dialogue with Professor Henry, HUD, collection)
- Shared deterministic zone generator, movement, protocol, roster, appearance
- Paper-doll character art pipeline (PixelLab base walk + per-item animation edits)
- Brandling roster from the company list (logo colors, jev types), Blender safari props
- Headless test bot
This commit is contained in:
Gabe
2026-10-02 15:20:27 -05:00
commit 238cd9c6c3
3409 changed files with 100493 additions and 0 deletions

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#pragma once
// Client application: window, renderer, screens (title, join, character
// creator, play) and the glue between NetClient, World and the HD-2D UI.
#include "Common.h"
#include "NetClient.h"
#include "World.h"
#include "hd2d/Camera.h"
#include "hd2d/DebugUI.h"
#include "hd2d/Renderer.h"
#include "hd2d/Screenshot.h"
#include "hd2d/UI.h"
#include "hd2d/Window.h"
#include <map>
#include <memory>
#include <string>
#include <vector>
namespace bs {
struct Options {
std::string screenshot; // capture to this PNG, then exit (hidden window)
int frames = 120; // frames before the capture
int width = 1600, height = 900;
bool show = false; // visible window even when capturing
std::string connect; // host[:port] to join right away
bool host = false; // start a local server and join it
uint16_t port = kDefaultPort;
bool autoCreate = false; // skip the creator with a default look
bool autoDialogue = false; // captures: advance dialogue automatically
std::string screen; // "title" | "creator" capture start screen
std::string profile; // identity file suffix (several clients on one machine)
std::string name; // character name for --auto-create
glm::vec2 move{0.0f}; // held movement for captures
bool run = false;
float yaw = 0.0f, dist = 0.0f;
bool hasYaw = false;
float hour = -1.0f; // title backdrop hour
std::string weather; // title backdrop weather
std::vector<std::string> keys; // scripted key presses: "<frame>:<key>" (space, e, f, tab)
std::string look; // --look body,skin,hair,hat,top,bottom,shoes (creator capture)
};
class App {
public:
explicit App(Options opt) : opt_(std::move(opt)) {}
int run();
private:
enum class Screen { Title, Join, Connecting, Creator, Play };
struct DialogueScript {
std::vector<std::pair<std::string, std::string>> lines; // speaker, text
};
bool init();
void shutdown();
void frame(float dt);
void handleNet();
void updateCamera(float dt);
// screens
void drawTitle(ImVec2 vp);
void drawJoin(ImVec2 vp);
void drawConnecting(ImVec2 vp);
void drawCreator(ImVec2 vp);
void drawPlay(ImVec2 vp, float dt);
void drawHud(ImVec2 vp);
void drawLabels(ImVec2 vp);
void drawCollection(ImVec2 vp);
void drawChat(ImVec2 vp);
void drawPause(ImVec2 vp);
void playInput(float dt);
void startDialogue(const std::string& script);
void beginConnect(const std::string& host, uint16_t port);
bool startLocalServer();
void stopLocalServer();
void returnToTitle(const std::string& message = {});
UiTexture* creatureIcon(uint16_t species);
void refreshPreview();
bool pressed(int key) const; // game key (ignored while ImGui has the keyboard)
bool scripted(const char* key) const;
Options opt_;
hd2d::Window window_;
hd2d::Renderer renderer_;
hd2d::DebugUI debugUi_;
hd2d::OffscreenTarget offscreen_;
bool capture_ = false;
hd2d::Camera cam_;
World world_;
NetClient net_;
Screen screen_ = Screen::Title;
float time_ = 0.0f;
int frame_ = 0;
bool showDebug_ = false;
float uiScale_ = 1.0f;
// identity
std::string token_, lastHost_ = "127.0.0.1", savedName_;
uint16_t lastPort_ = kDefaultPort;
void loadIdentity();
void saveIdentity();
// title / join
int titleSel_ = 0;
std::string message_;
net::Scanner scanner_;
std::vector<net::ServerInfo> found_;
float scanTimer_ = 0.0f;
char addressBuf_[128] = "127.0.0.1";
int serverPid_ = -1;
float connectTimer_ = 0.0f;
// creator
Appearance look_;
char nameBuf_[24] = "";
UiTexture preview_;
int previewDir_ = 0;
bool creating_ = false;
// play
hd2d::ui::DialogueBox dialogue_;
std::string dialogueScript_;
hd2d::ui::Toasts toasts_;
std::map<std::string, DialogueScript> scripts_;
UiTexture henryPortrait_;
std::map<uint16_t, std::unique_ptr<UiTexture>> icons_;
bool collectionOpen_ = false, pauseOpen_ = false, chatOpen_ = false;
int collectionSel_ = 0, pauseSel_ = 0;
char chatBuf_[128] = "";
bool chatFocus_ = false;
float camYawTarget_ = 0.0f;
glm::vec2 heldMove_{0.0f};
};
} // namespace bs