🤖 Agent: game.raycast, mod API level 2. CI is green on c23b4e8e4. In game, in-frame and on the server thread, the ui guest's /raycast passes all four checks: glass at 2 blocks, nothing at 1, gold after /setblock, the sky is no hit. The ported Orbital Laser aims with it and fires in both modes. Queued.
🤖 Agent: The test scripts for server mods. CI is green on d64bd7c52, and the PR is now based on main after #1833 merged. I ran pr_ready --quick on this head merged with main (b8027d4b1): fmt, clippy, the horizon-mods and welcome tests (48) and the launcher tests (132) all pass. The only affected harness is lan_integration, which runs in CI. Queued.
`game.raycast(distance)` returns the first block along the player's view
(fluids pass), up to 1024 blocks: through the loaded chunks as the
crosshair's ray goes, then across the distant terrain's ground heights
(`Lod::ground`, from Stink-O's fork). The game casts it only while a running
mod imports the function. It is API level 2, so older Horizons refuse a mod
that calls it with "update Horizon".
Co-authored-by: Stink-O <180130752+Stink-O@users.noreply.github.com>
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Every function the game offers mods has the API level it arrived at
(crates/horizon-mods/src/api_level.rs): level 0 is the contract of
Horizon 0.2.67 and 0.2.68, level 1 adds render.set-minimap. A mod needs
the level of the newest function it imports, read from its component.
- The game refuses a mod that calls a function it doesn't have with
"made for a newer Horizon (it uses ...): update Horizon to run it"
instead of wasmtime's linking error.
- The registry index lists each mod version's level (api_level, read
from the file by CI); check_file compares it when the entry has one,
and the moved extras' installer takes the newest version this game
can run.
- cargo horizon-mod check prints the level.
- The api_reference test fails until a new WIT function has a level.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The minimap extra as a mod (mods/official/minimap): the extra's five
options on its settings page, kept in its storage with the extra's values
(corner, size, shape, zoom, rotate), and the map drawn by the game
through render.set-minimap, so it looks and costs the same.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
What the official Minimap mod needs: a mod picks the corner, side, scale,
shape and turning, and the game draws the map as the minimap extra does,
from the same tiles (vanilla's map colours, the floor under roofs) within
its own frame budget. One map at a time, the first loaded mod's. A new
function and type, so mods built before it keep loading.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
🤖 Agent: cargo horizon-mod test runs a mod's test scripts with no game. Main is merged in, and the runner fills the new snapshot fields (input, render, frame stats) with the trial run's screen size. Verified: clippy, the cargo-horizon-mod, coords-hud and horizon-mods tests (57), launcher, and cargo horizon-mod test on coords-hud (2 scripts).
🤖 Agent: Horizon's official FPS Counter and Keystrokes as mods in mods/official/, same options and look as the extras (pixel-identical, frame cost within noise). Main merged in (wasmtime 48). Verified: pr_ready, clippy and tests of both mods, horizon-mods tests, both mods' settings pages in game.
A new case in ui's widget variant stops every ui mod built before it from
loading: the runtime links a component only when each imported
function's types match exactly ("expected variant of 5 cases, found
4"), so the published FPS Counter and Keystrokes would break. Instead,
the game lists a mod's keys first on its page in Options > Mods, as Key
Binds rows, and a mod with keys gets a page even without ui. No WIT
type changes. docs/api/stability.md said a new case the mod sends isn't
breaking; it is, and now says so.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
🤖 Agent: Mod API (experimental): render.set-zoom and input.claim-wheel, held mod keys let go when a screen opens, mod keys on mouse buttons. The consume choice is in stability.md. Verified: pr_ready (1300 tests), sandbox tests, in game 22/22 in-frame and on the server thread.
mods/official/zoom: hold the key (Z) to zoom in at the starting zoom,
the wheel changes it while held (x1.25 a step, 1.25 to 10), smooth
easing and slower turning as options. Same settings page as the extra,
with the key widget for the key. Built on render.set-zoom,
input.claim-wheel and ui's key widget.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
🤖 Agent: Mod API calls the official HUD mods use: render corner panels, text width and frame stats; input mappings and clicks per second; a ui button widget. Main merged in (after #1914's widget refactor). Verified: horizon-mods tests, clippy with and without mods, horizon-client tests (1121 lib), Keystrokes' settings page in game.
A ui page's key widget shows one of the mod's keys as Key Binds does
("Zoom: Z"). A click waits for the next key or mouse button, which
becomes the key; Esc binds none. The game keeps the choice in
horizon-mods.txt (key.<mod>.<name>:key.keyboard.z), applies it when
the mods load and to keys registered later, and lets a held key go when
it is rebound. register-key's key is now the default.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
render.set-zoom divides the field of view by up to 10, eased through the
game's FOV easing or at once, with a turning scale (at least 0.05); only
while playing, and the spyglass's own view wins. The strongest of several
mods' zooms counts, and the built-in zoom keeps working beside it.
input.claim-wheel takes the wheel from the hotbar while playing: its steps
are the mod's wheel events. That is the one input a mod consumes; its keys
never do (docs/api/stability.md). A screen opening now lets the mod's held
keys up, and mod keys bound to mouse buttons (key.mouse.4) are heard.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Capability::ALL is 9 with Input; the SDK re-exports command and input;
the API reference is regenerated.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The usage line, the docs and the website list `test` with main's
`new --template code|content`; the code template keeps tests/hello.toml.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Both add a Capability variant: the list holds 8 now. The SDK re-exports
both interfaces; the API reference is regenerated.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Conflicts kept both sides: the capability list (now 7), the WIT, the
SDK's re-exports and docs, the mods state's fields, the workspace
members and AGENTS.md's macOS --exclude list. The API reference is
regenerated, and docs/api/stability.md lists `command` with the 0.1
preview interfaces.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The FPS counter and keystrokes extras rewritten as mods on the public API
(render, input, ui, storage), in mods/official/, with the extras' options
on their settings pages and the extras' look: the same boxes, colours and
text positions, pixel for pixel. They are workspace members, so clippy and
pr_ready cover them; a maintainer publishes them in horizon-mods. The
built-in extras stay until the removal PR, which installs these for the
players who had them on.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The built-in extras become official mods; these are the calls the FPS
counter and keystrokes overlay need to look and behave the same:
- render.set-corner(corner, w, h, shapes): a box the game places with
its own corner stacking (under the status effects, with the overlays
and hud panels), clear-corner; text-width(text) in the HUD font
(advances for U+0000..U+024F, 6 otherwise); frame-stats(): the game's
FPS counter (fps, min, 1% low).
- input.mapping(name): a movement or click mapping's key label and
whether it is held; clicks-per-second() for attack and use.
- ui: a button widget (200 x 20, select(id, 0)) for settings pages.
- The game keeps its FPS and click counters running while a mod runs,
and refreshes the snapshot every frame for mods with a frame hook.
- The ui test guest gains /corner and /readings, with a sandbox test.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- WIT `input`: claim-items(ids) makes the use button on those items the
mod's: use-start, then use-stop with the ticks held (button up, item
out of the hand, or a screen opening); the game does nothing else
with the click. register-key(name, label, key) for up to 16 keys
(key.keyboard.r), heard as key-down / key-up while playing; the
game's own mapping on the key still runs. held(), poll() (256 kept).
- game/mod_input.rs: play_mouse asks mod_use first (local and remote
windows), the tick ends a use whose item left the hand, the keyboard
and horizon-ctl's key send the physical key to mod_key.
- No claim and no key, no cost: one check each.
- Experimental: the manifest needs experimental = ["input"].
- The ui test guest gains /input_claim, /input_poll and /input_held,
with a sandbox test. Docs: mods.md, stability.md, the changelog, the
regenerated reference.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Mods draw through the game's own renderer, never their own shaders:
- WIT `render`: set-hud(shapes) with fill, quad (any four corners),
sprite (the game's GUI sprites), item (scaled) and text shapes, up
to 1024, kept until replaced; gui-size(); shake(strength, seconds).
- Drawn over the HUD after the extras, under chat and screens, hidden
with F1 (game/mod_render.rs). Colours are 0xAARRGGBB.
- shake turns the view, not the player: jolts fade out squared, add up
to 1, at most 3 degrees of yaw and 2 of pitch, scaled by Distortion
Effects (screenEffectScale; 0 turns it off).
- Experimental: the manifest needs experimental = ["render"].
- No mod drawing, no cost: an empty iterator and an is_empty check.
- cargo horizon-mod check reports shakes and HUD shapes. The ui test
guest gains /render_hud, /render_clear and /render_shake, with a
sandbox test; HudBatch gets fill_quad.
- Docs: mods.md, stability.md, the changelog, the regenerated reference.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
🤖 Agent: thank you @socksprox! Merged after review (two follow-up commits on your branch: `ui` is opt-in through `experimental = ["ui"]`, and the Settings button now appears when a mod sets its page after loading), tests in game in-frame, on a server-thread window and as a LAN guest, and this head's verify.
docs/api/stability.md: a new API starts experimental, usable only by
opting in with a manifest field naming it. Capability ui now needs
experimental = ["ui"] beside capabilities; without it the manifest is
refused with that line to add. A capability promoted later stays
accepted in the list, so such manifests keep loading.
The ui test guest opts in; stability.md gets ui's row; docs/mods.md
shows the key.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
New WIT interface `ui` (text, item and list widgets; open-screen,
close-screen, set-settings) plus a `ui-events` export (select, closed,
settings-opened), in a second world `horizon-ui-mod` so mods built before
it keep loading. The game lays out and draws the widgets with its own
menus' code: a screen the mod owns (Esc/Done to leave) and a Settings
button on the mod's Options > Mods row that opens its page.
Co-Authored-By: Devin <158243242+devin-ai-integration[bot]@users.noreply.github.com>
- `new --template content`: a content mod with one block (Glowing Amethyst,
copying vanilla's amethyst block) and its block state, model, item model,
name, loot, recipe and pickaxe tag; `--template code` is the default.
- `build` packs the mod's `assets/` and `data/` (read and checked as the
game reads them) beside the component; a folder without `Cargo.toml` is a
content mod and needs no compiler.
- `check` takes a `.hmod` with no `mod.wasm`: "no code: content only,
nothing to run" instead of the trial run, which refused it, so the
registry can publish content mods.
- The guide (content mods, make a mod) and docs/mods.md, docs/api/mods.md
say so.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A test script drives a server mod as a server would: join = "Alex" brings a
player in (ids stable per name, so a rejoin is the same player), as = "Steve"
picks who acts (the first player on otherwise), and player, chat, command,
break and place are that player's doing; leave = "Alex" lets them go. Server
expectations: told (every players.tell, "Name: text") and broadcast; feedback
and error read the reply to the player who typed the command. Ticks call both
kinds of tick hooks, so one script format serves client and server mods.
The welcome example gets two scripts (greeting, a newcomer announced once
even after a reload, /online across dimensions, /mined per player), run by
the sandbox tests with coords-hud's; docs/mods.md lists the server keys.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A server mod runs where the world is simulated. Its manifest says side =
"server" and api = "0.3" (only a server mod may), and its component targets
the new WIT world horizon-server-mod:
- imports log and storage as client mods do, and the new capability players:
online() (id, name, position, dimension, game mode, health), tell(id, text),
broadcast(text), 8 lines per call shared with chat;
- exports server-events: init, tick, player-joined, player-left, chat, command
(with the player who typed it; its feedback goes back to that player),
block-broken and block-placed (with the block state as text).
horizon-mods: a second bindgen world sharing log and storage with the first;
a running mod holds either kind of hooks; Mods::load_for(Runs) starts only the
mods a game runs (the window client mods, the world's server server mods,
in-frame single player both) and marks the others Elsewhere. Client and server
commands are owned separately. The game passes Runs::Client for now, so
nothing changes in game until its server code calls these hooks.
The SDK gains horizon_mod_sdk::server (ServerMod, Registration,
export_server_mod!), the example server mod welcome (greets, announces
newcomers kept in storage, /online, /mined), and cargo horizon-mod check's
trial run plays a server mod with a player joining, chatting, typing its
commands and leaving. The manifest refuses client capabilities on a server
mod and players on a client mod. The generated reference, the guide, the
portal and the stability table describe it.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A mod's tests/<name>.toml scripts run in the sandbox the game uses, with no game
and no window. The runner plays the game's part (the player and clock the mod
reads, ticks, frames, chat lines, commands, a reload) and each step checks what
the mod did: its commands, chat lines, command feedback and errors, HUD panel
and corner, or that it was turned off. A failing step names itself and prints
expected against got. Each script runs on a scratch copy, so storage starts
empty and is removed afterwards.
horizon_mods::testing (feature runtime) holds TestGame and Script; the cargo
subcommand builds the mod (or takes --hmod), filters scripts by name, and fails
when one does. The template gains tests/hello.toml, coords-hud gains panel and
where scripts, and the sandbox tests run the example's scripts and check the
runner's failures, reload and expected stops. Scripts don't care what language
the mod is written in, so script mods (Lua) get the same runner.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
docs/mods.md gets "Publish your mod" (the form, the review, updates) and
its Distribution section points at the registry instead of the plan for
it. docs/api/mod-index.md says how horizon-mods runs: its checks, merging,
Pages, the weekly cleanup, and that removing an entry needs an admin merge
(takedowns go in revoked.toml). The service's README says where it runs on
Railway.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>