No more ecs

This commit is contained in:
2026-09-25 16:05:25 -03:00
parent 4539898c58
commit 213363d0be
56 changed files with 1103 additions and 1644 deletions
+4 -3
View File
@@ -1113,8 +1113,8 @@ loading mods (the base game and the template), their scripts and worldgen, saves
**Phase 4: engine cleanup.**
- Replace the hardcoded water checks in `client/systems/player_controls.ts` and `server/game/game_server.ts` with the
`replaceable` block field.
- Replace the hardcoded water checks in `server/game/game_server.ts` with the `replaceable` block field, like
`client/game_mode.ts` already does.
- `/give` stops assuming `bworld:`. It looks names up across all namespaces and asks for the full id when two mods have
the same name.
- Rename engine asset keys like `bworld:ui` and `bworld:m6x11` in `client/main.ts` to `engine:`, so `bworld:` only means
@@ -1179,5 +1179,6 @@ Moving the base game into `mods/bworld` happens alongside steps 4–9. See
components to an existing block (for example to `bworld:grass`) is a possible middle ground.
- **Screen scaling.** The GUI currently works in raw canvas pixels (`SLOT_SIZE` is 54). `Graphics` should probably use a
UI scale the player can change, with screens laid out in scaled units.
- **Entities.** The game's only entity is the player, so mob mods are out of scope until the ECS has more entity types.
- **Entities.** The only entities are players (`client/entity/`), so mob mods are out of scope until there are more
entity types.
- **Hot reload.** Restarting the server and reconnecting is the version 1 answer.