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MoonIsState (Godot 4.x)

Moon base / infrastructure tycoon prototype built in Godot 4.x with an authoritative fixed-tick simulation.

Architecture Guardrails

All Codex prompts for this repository must include and follow the architecture rules in ARCHITECTURE_RULES.md.

Requirements

Run the project

  1. Open Godot 4.x.
  2. Click Import.
  3. Select this repository's project.godot.
  4. Run the project (F5).

The main scene is res://scenes/game/Main.tscn.

Architecture rules

  • Authoritative simulation lives in Sim (autoload) and advances at fixed ticks (20 TPS).
  • Commands only for gameplay actions: UI/agents enqueue commands through CommandBus; simulation drains and applies them.
  • No Node references in simulation state: Sim stores integer entity IDs and dictionaries only.
  • Data-driven stats are loaded from .tres resources under res://data/ via DataDB.
  • On first run in dev, the project may auto-generate minimal sample defs under res://data/ if missing. Commit them to keep CI stable.
  • Autoload singletons are limited to:
    • Gameres://scripts/core/game.gd
    • Simres://scripts/core/sim.gd
    • CommandBusres://scripts/core/command_bus.gd
    • DataDBres://scripts/core/data_db.gd

Smoke test harness

Main triggers a new match, seeds sample entities/resources, and renders:

  • Title label (MoonIsState)
  • Live resources from Sim.resources_changed
  • Tick counter updated once per simulated second

This gives a working loop for iterative feature development.

Controls

  • Left click: Select one unit.
  • Right click: Issue a move command for selected unit(s).
  • Build Launchpad flow:
    1. Select a clanker.
    2. Click Build Launchpad in the Launch Console.
    3. Left-click in the world to place it.
    4. Wait for construction to complete.
    5. Use Launch Console buttons once the launchpad is complete.

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Conquer the moon.

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