ce2b61fc6acb10b0e552097e9ae4a765da4531e2
原始稿只作来源,不替代现行规则与架构说明。 Co-authored-by: Cursor <cursoragent@cursor.com>
Card Roguelike
Simulation-first PvE card roguelike. Godot comes after a headless rules engine.
Start here: docs/FOUNDATION.md, docs/ARCHITECTURE.md, docs/DESIGN.md, docs/SURFACES.md (headless vs interactive).
Implementation roadmap
- CLI combat — shared starting package, attack/activate, guaranteed field, guard/cult core.
- CLI full run (current) — reward → Holder assignment → simple upgrades → next fight.
- Playtest client —
Game.Clientbrowser UI; emoji/SVG placeholders. Godot still later. - Art pass — replace placeholders.
- Expansion card packs — near the art pass.
Status
CLI combat + CLI full run + browser playtest client. Core owns rules and in-run progression (RunProgress). Client only renders and posts legal actions. Placeholder art: emoji + SVG.
Build
Requires .NET 8 SDK.
dotnet test CardGame.sln
dotnet run --project tools/HeadlessBattle -- --auto
dotnet run --project tools/HeadlessBattle -- --run --auto
dotnet run --project tools/HeadlessBattle -- --run --seed 42 --fights 3
dotnet run --project src/Game.Client
--run: fight → draft from unlocked packs → assign Holder → simple upgrade → next fight (default 3). --auto picks for both seats and between-fight choices.
Browser client: http://127.0.0.1:5088 — you play P0; P1 auto-resolves after each of your actions.
Interactive combat: enter action numbers for P0; P1 is AI. a = auto one step for P0, q = quit.
Languages
C#
86.2%
JavaScript
6.8%
CSS
4.8%
HTML
2.2%