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
// Paper-doll compositor for player sprites. Every body and item is a sheet of
// identical frame layout (3 direction rows x [standing, walk 0..3], 64 px
// cells) made of a recolorable shade layer plus fixed-color pixels, so any
// look is composed on the CPU in a few milliseconds without new art.
// Mirrors tools/character_compose.py.
#include "Appearance.h"
#include "hd2d/Texture.h"
#include <array>
#include <map>
#include <string>
namespace bs {
// Shade 1 (darkest) .. 4 (highlight) of a base color; matches ramp() in tools/character_compose.py.
std::array<uint32_t, 4> colorRamp(uint32_t rgb);
class CharacterArt {
public:
bool load(const std::string& charDir, const CharacterManifest& manifest);
// Full sprite sheet for a look (GL orientation, same layout as the source sheets).
hd2d::Image compose(const Appearance& look) const;
const CharacterManifest& manifest() const { return *manifest_; }
private:
struct Layer {
hd2d::Image shade, fixed; // either may be empty
};
struct Body {
hd2d::Image fixed;
Layer skin;
std::map<std::string, Layer> items; // includes top_tee / bottom_shorts shade layers
};
std::map<std::string, Body> bodies_;
const CharacterManifest* manifest_ = nullptr;
};
// Sheet layout helpers shared by players and NPCs.
struct SheetLayout {
int cell = 64, framesPerDir = 5, walkFrames = 4;
// Direction row for a facing relative to the camera; `flip` mirrors east into west.
// relYaw: facing yaw minus camera yaw (0 = walking away from the camera).
static int rowFor(float relYaw, bool& flip);
};
} // namespace bs