Modern open-source C# .NET 10 Asheron's Call client. Faithful port of retail client behaviour to Silk.NET with a plugin API.
Find a file
Erik 9970811dc3 feat(core): procedural scenery from Region.SceneInfo (Phase 2c)
Adds SceneryGenerator.Generate which walks Region.TerrainInfo.TerrainTypes
+ Region.SceneInfo.SceneTypes for each landblock vertex, selects a scene
using the AC client's pseudo-random LCG hash of global cell coordinates,
then rolls each ObjectDesc's frequency, computes a displaced cell-local
position, random scale, and random rotation — the exact algorithm
ACViewer ports from the retail AC client's get_land_scenes().

Phase 2 rendered 239 explicit Stab+Building entities on the 3x3 Holtburg
grid but was missing every procedurally-placed tree, bush, rock, fence,
and small decoration because these are not stored as LandBlockInfo entries.
This adds 419 scenery entities across the same 9 landblocks, bringing the
total to 658.

Integration in GameWindow.OnLoad: after the existing Stab/Building
hydration loop, iterate each landblock's scenery spawns, resolve each
to a GfxObj or Setup via the same mesh pipeline, bake the random scale
into each MeshRef's PartTransform so the static mesh renderer doesn't
need a scale field on WorldEntity, and sample the landblock heightmap
bilinearly for the ground Z (simpler than ACViewer's find_terrain_poly
slope-aware placement).

Deliberate deferrals for first pass:
- No slope-based rejection (obj.MinSlope/MaxSlope). Trees may end up on
  cliffs they shouldn't be on.
- No road-overlap rejection. Scenery may spawn in roads.
- No building-overlap rejection. Scenery may clip buildings.
- No WeenieObj handling (those are dynamic spawns, not static scenery).

All three filters will be added in a follow-up phase when we have the
walkable-polygon infrastructure they need.

Build clean, 48 tests still pass, smoke verified: "scenery: spawned 419
entities across 9 landblocks", process runs without exceptions.

Addresses the user visual feedback after Phase 2b: "some extra details
are missing, like a tree and the statue on top of the foundry". The tree
issue is now fixed (419 trees/bushes/rocks/etc placed). The foundry
statue may still be missing if it's a hierarchical Setup part (Phase 2a's
SetupMesh.Flatten intentionally doesn't walk ParentIndex) — that's a
separate fix if smoke verification shows it's still missing.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-10 21:07:12 +02:00
docs/plans docs: phase 2b implementation plan (9 tasks) 2026-04-10 20:13:03 +02:00
src feat(core): procedural scenery from Region.SceneInfo (Phase 2c) 2026-04-10 21:07:12 +02:00
tests feat(core): add IGameState, IEvents, WorldEvents with replay-on-subscribe 2026-04-10 20:29:29 +02:00
.gitignore chore: phase 0 — skeleton + dat asset inventory 2026-04-10 09:02:56 +02:00
AcDream.slnx feat(app): wire plugin host, ship smoke plugin, log lifecycle 2026-04-10 16:46:25 +02:00
README.md chore: phase 0 — skeleton + dat asset inventory 2026-04-10 09:02:56 +02:00

acdream

Experimental modern open-source Asheron's Call client in C# / .NET 10.

Status: pre-alpha, not playable. Phase 0 only — dat file asset inventory.

Stack: .NET 10, Chorizite.DatReaderWriter for dat parsing. Silk.NET + Avalonia planned for rendering/UI (not yet wired up).

Requires: A retail Asheron's Call install (Turbine/Microsoft property — supply your own). Set ACDREAM_DAT_DIR environment variable to the directory containing client_portal.dat, client_cell_1.dat, client_highres.dat, and client_local_English.dat, or pass it as the first CLI argument.

Layout

  • src/AcDream.Cli/ — console app that dumps asset counts from a dat directory
  • references/ — local read-only reference material (ACE, ACViewer, WorldBuilder, DatReaderWriter, holtburger, retail AC install). Gitignored.

Run

dotnet run --project src/AcDream.Cli -- "C:\path\to\Asheron's Call"

Or set ACDREAM_DAT_DIR and run without args.