Commit Graph

20 Commits

Author SHA1 Message Date
Ludovic Marie 8bb27b44ca Merge origin/feat/mod-run-quiet into feat/server-mods-world; world at API level 4
#2171 takes level 3 (command.run-quiet), so the world interface's functions
take level 4. The workspace members keep main's horizon-hdr and this branch's
beacons example.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-26 16:51:29 +01:00
Ludovic Marie fb86430813 mods: command.run-quiet (API level 3), a batch of commands with nothing in the chat
A mod hands `run-quiet` a list of lines (at most 256 a call). In single
player they run as the player typing them would, with the player's source
made silent; on a Horizon server (it announces horizon:quiet_commands) they
go as one payload that the server runs the same way; on any other server
they fall back to chat commands, whose feedback shows. command.run is
unchanged.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-26 14:30:23 +01:00
Ludovic Marie c23b4e8e41 Mod API: game.raycast, the block the player looks at (level 2)
`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>
2026-10-26 12:27:06 +01:00
Ludovic Marie b12c89650e Mod API levels: server mods' players functions are level 1; the registry's lockfile
Main gained players.online, tell and broadcast (#1833) after 0.2.69, so
they take level 1 with render.set-minimap. horizon-mod-registry's own
Cargo.lock picks up wasmparser.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-26 11:46:27 +01:00
Ludovic Marie 0a9a7c0d06 Merge remote-tracking branch 'origin/main' into feat/mod-api-level 2026-10-26 11:45:15 +01:00
Ludovic Marie 8cc8c6180d Mod API levels: refuse a mod made for a newer Horizon, list each version's level
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>
2026-10-26 10:39:47 +01:00
Ludovic Marie b90ab85f44 Merge remote-tracking branch 'origin/main' into feat/server-mods-0.3
# Conflicts:
#	Cargo.toml
#	crates/cargo-horizon-mod/src/check.rs
#	crates/horizon-client/src/game/mods.rs
#	crates/horizon-mod-sdk/src/lib.rs
#	crates/horizon-mod-sdk/wit/horizon.wit
#	crates/horizon-mods/src/manifest.rs
#	crates/horizon-mods/src/runtime.rs
#	crates/horizon-mods/src/testing.rs
#	crates/horizon-mods/tests/sandbox.rs
#	docs/api/mods-reference.md
#	docs/api/mods.md
#	docs/mods.md
2026-10-26 09:51:00 +01:00
Ludovic Marie 24ab642e7b Mod API: render.set-minimap, a map the game keeps in a corner
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>
2026-10-26 08:20:30 +01:00
Ludovic Marie 3e3c0cebb5 Mod keys: rows the game adds to the settings page, not a WIT widget
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>
2026-10-26 05:34:49 +01:00
Ludovic Marie 1e317cff5e Merge branch 'feat/mod-api-extras' into feat/mod-api-zoom 2026-10-26 03:19:44 +01:00
Ludovic Marie 48db367d4a Mod API: zoom the camera, take the mouse wheel (render, input)
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>
2026-10-26 03:09:29 +01:00
Ludovic Marie b7b7cd6c50 Merge main into feat/mod-input: input beside command and render
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>
2026-10-26 03:09:13 +01:00
Ludovic Marie 07f1bcff68 Merge main: render beside main's command capability
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>
2026-10-26 02:02:00 +01:00
Ludovic Marie eec2e87a15 Merge main: command beside main's ui capability
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>
2026-10-26 00:48:02 +01:00
Ludovic Marie fada660310 Mod API: capability input (experimental): claimed items' use, mod keys
- 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>
2026-10-25 22:10:44 +01:00
Ludovic Marie 61c44c22ef Mod API: capability render (experimental): HUD shapes and camera shake
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>
2026-10-25 21:35:12 +01:00
Ludovic Marie 05396b4edf ui: experimental, opted into with experimental = ["ui"] in the manifest
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>
2026-10-25 20:57:10 +01:00
Ludovic Marie c9f554d1c4 Mod API 0.3 (experimental): server mods' contract, runtime and SDK
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>
2026-10-25 15:51:15 +01:00
Ludovic Marie e5bfce3b37 Horizon APIs: ways in for mods, server mods as api 0.3, who promotes to stable
docs/api/mods.md gets "Ways in": one API (the WIT world) and one sandbox
(WebAssembly) for every language. Rust is first-class; Lua scripts are
planned, run by an interpreter that is itself a WebAssembly mod linked with
the script's capabilities only, with hot reload of the script; C, C++, Zig,
TinyGo, AssemblyScript and JavaScript/TypeScript are to be evaluated, each
listed with its cost measured against Rust.

Server mods are their own line (api 0.3); block entities are no longer
tied to a draft. Promotion to stable: the orchestrator proposes with the
evidence, Ludovic approves.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-24 20:53:43 +02:00
Ludovic Marie 0a1d3a7534 Horizon APIs: the docs portal and the stability and versioning policy
docs/api/ gets one page per surface other programs build on (mods,
shaders, agent control, servers, the launcher, data formats), each with an
overview measured from the source, the guide, the generated reference, examples,
its stability, what is not there yet and a changelog, plus the policy every
API follows (docs/api/stability.md): a version per API, semver lines,
experimental / preview / stable, deprecation windows, compatibility tests and
the level of every part today.

The website gets a "Build on Horizon" page (website/docs/apis.md) that
summarises them and links the repository's pages.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-24 20:50:20 +02:00