92 lines
3.7 KiB
Markdown
92 lines
3.7 KiB
Markdown
# Civilization Prototype
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A turn-based strategy game prototype inspired by *Sid Meier's Civilization*, built with **Godot 4.4** for rendering and input, and a **clean engine-agnostic core** in pure C#*.
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## Project Goals
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This prototype explores the following:
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* **Turn-based strategy fundamentals**: movement, unit actions, territory expansion, and city building.
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* **Decoupled core logic**: all game rules are defined independently from the engine, making it portable and testable.
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* **Flexible action system**: a command queue architecture that supports undo/redo, multiplayer (deterministic replays), and even quirky ideas like play-by-email.
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* **Godot integration layer**: visualizes units, tiles, and cities with clean input and selection systems.
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* **Modular design**: expanding to support multiple unit types, city production, combat, AI, diplomacy, and more.
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## Current Features
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### Core Engine (`Civilization.Core`)
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* **Tile-based Map**: built using a generic `ITileGrid` interface; currently uses a square grid.
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* **Turn Manager**: supports multi-player turn cycling.
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* **Units**:
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* Unit types and metadata stored in a `UnitDataRegistry`.
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* Settlers can move and settle cities.
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* **Cities**:
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* Own territory and expand it autonomously.
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* Consume action points per turn.
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* **Actions**:
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* All gameplay effects are modeled as actions implementing `IGameAction`.
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* Supports queuing and undo (future).
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* **Game Loop**:
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* Units and cities respond to turn start/end via `IOnTurnListener`.
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### Godot Integration (`GodotIntegration/`)
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* **GameController**: bootstraps the game and connects UI systems.
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* **InputSystem**: handles tile clicks, movement, and context-sensitive commands.
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* **SelectionSystem**: tracks and displays the selected unit.
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* **Renderers**:
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* `MapRenderer`: renders static map using `TileMapLayer`.
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* `UnitRenderer`, `CityRenderer`: instantiates scenes for units/cities.
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* **UI**:
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* Simple HUD showing current turn and selected unit.
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* "Settle City" button tied to core action system.
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## Planned Features
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* 🔜 **Production system** in cities (queue-based, producing units/buildings).
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* 🔜 **Multiple unit types** with different behaviors and tags.
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* 🔜 **Combat mechanics** between units and cities.
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* 🔜 **Fog of War**, vision, and terrain effects.
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* 🔜 **AI opponents** with strategic goals.
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* 🔜 **Undo/redo system** based on `ExecutedAction` snapshots.
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* 🔜 **Multiplayer** with deterministic replay and synced action queues.
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## Design Philosophy
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* **Engine-agnostic**: Core game logic is 100% independent of Godot.
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* **Composable and modular**: Systems like actions, selection, and input can evolve independently.
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* **Testability and clarity**: Logic is simple and declarative; action results are reproducible.
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* **Extensible**: New unit types, actions, and tile types can be added without rewriting logic.
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## Getting Started
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1. Open the project in Godot 4.4.
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2. Hit **Play** – a 10x10 map will be generated with a starting settler.
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3. Right-click to move settler or use the "Settle City" button to create a city.
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4. End turn to see city auto-expand its territory.
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## Tech Stack
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* **C# 12**, **.NET 8**
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* **Godot 4.4 (C# integration)**
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* **Clean Architecture** principles
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## Future Vision
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The end goal is a modular, data-driven Civ-like engine that supports:
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* Headless simulation (useful for AI, remote games)
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* Rich modding support (unit/city definitions via JSON)
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* Platform-agnostic UI (e.g., Godot, web, terminal)
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* Potential AI research experiments and procedural world generation
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--
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* For now Core is not completely engine-agnostic because it uses Godot's `Vector2` and `Color` but this will be changed in the future.
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