Initialize Sanctuary Luanti foundation

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koka
2026-08-31 13:45:11 +02:00
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root = true
[*]
charset = utf-8
end_of_line = lf
insert_final_newline = true
trim_trailing_whitespace = true
[*.lua]
indent_style = tab
indent_size = 4
[{*.md,*.json,*.mjs,*.yml,*.yaml}]
indent_style = space
indent_size = 2
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name: Check
on:
push:
pull_request:
jobs:
tooling:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v4
- uses: actions/setup-node@v4
with:
node-version: 22
cache: npm
- run: npm ci
- run: npm run test:tooling
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* text=auto eol=lf
*.png binary
*.jpg binary
*.jpeg binary
*.ogg binary
*.glb binary
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.DS_Store
.runtime/
node_modules/
*.log
*.sqlite
*.sqlite-journal
*.sqlite-wal
*.sqlite-shm
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# Guide de travail — Sanctuary Luanti
## Frontière du produit
Ce dépôt est un **jeu Luanti autonome**, pas un fork du moteur et pas un modpack
Minecraft. Il doit rester jouable avec Luanti officiel et le seul contenu de ce
dépôt. Un fork du moteur exige une limitation démontrée, une décision documentée
et un plan de maintenance.
Sanctuary dirige la progression. Les sous-systèmes de contenu possèdent leurs
blocs, créatures, transports et générateurs. Commencer dans `sanctuary_core`, puis
extraire un mod seulement lorsqu'une responsabilité et une API stables existent.
## Invariants
- Utiliser l'API `core`; `minetest` n'est qu'un alias de compatibilité.
- Garder les IDs sous les namespaces `sanctuary_core:` puis `sanctuary_*:`.
- Versionner toute donnée persistante. Une migration doit être monotone et ne
jamais effacer une clé inconnue.
- Le serveur reste autoritaire sur la progression, les inventaires, les portails
et les transferts.
- Ne jamais supposer une identité centralisée entre serveurs. Un passage fédéré
nécessite consentement, preuve d'origine et validation par la destination.
- Ne pas importer de code, binaire, texture, son, marque ou asset Minecraft.
Réutiliser uniquement du contenu dont la licence est explicitement compatible.
- Conserver mondes, logs, caches et processus de développement dans `.runtime/`.
Ne jamais lancer les tests sur les mondes Luanti personnels de l'utilisateur.
## Avant et pendant une modification
- Lire `git status --short --branch` et préserver les changements existants.
- Une branche courte correspond à un objectif : `feature/`, `fix/`, `docs/`,
`chore/` ou `release/`.
- Ajouter une vérification au healthcheck pour toute registration indispensable.
- Garder les contrats publics documentés dans `docs/` et le code d'implémentation
petit, lisible et testable.
- Ne jamais commiter `.runtime/`, des mondes, des logs, des secrets ou des données
personnelles de serveur.
## Vérification
- `npm run test:tooling` vérifie le dépôt sans lancer le moteur.
- `npm run check` démarre un monde CI isolé avec le vrai moteur Luanti.
- `npm test` exécute les deux et constitue le minimum avant livraison.
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# Contribuer à Sanctuary Luanti
`main` représente la dernière fondation intégrée. Le travail se fait dans des
branches courtes et vérifiables.
## Installation
```sh
npm install
npm run setup
npm test
```
Tout ce que ces commandes génèrent reste sous `.runtime/`. Les mondes Luanti
personnels ne sont ni lus ni modifiés.
## Flux de travail
1. Lire `README.md`, `AGENTS.md` et les documents concernés dans `docs/`.
2. Vérifier `git status --short --branch`.
3. Créer une branche `feature/<sujet>`, `fix/<sujet>`, `docs/<sujet>` ou
`chore/<sujet>`.
4. Implémenter une tranche petite et jouable.
5. Ajouter ou adapter les tests et le healthcheck.
6. Exécuter `npm test` avant la revue.
## Responsabilités
`sanctuary_core` possède la progression personnelle et collective, les étapes,
les déblocages et les contrats d'événements. Il ne doit pas absorber tout le
contenu. Lorsqu'un système devient un mod autonome, il possède ses IDs et publie
des événements vers `sanctuary_core` par une API documentée.
Une modification de données persistantes doit préciser :
- la version avant et après ;
- la migration monotone ;
- le comportement face aux clés inconnues ;
- la stratégie de retour arrière ;
- les limites et validations côté serveur.
## Fédération
Un portail inter-serveurs n'autorise jamais à copier aveuglément un inventaire ou
une identité. Toute proposition doit séparer découverte, consentement, handoff,
preuve d'origine, politique d'import et journal d'audit. Voir
`docs/ARCHITECTURE.md`.
## Assets
N'ajouter aucun asset Minecraft ou provenant d'un mod sans licence compatible.
Chaque asset futur doit avoir un auteur, une source et un identifiant de licence.
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Sanctuary 26.2 is licensed under GPL-3.0-or-later.
GNU GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
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possible use to the public, the best way to achieve this is to make it
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Also add information on how to contact you by electronic and paper mail.
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The hypothetical commands `show w' and `show c' should show the appropriate
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You should also get your employer (if you work as a programmer) or school,
if any, to sign a "copyright disclaimer" for the program, if necessary.
For more information on this, and how to apply and follow the GNU GPL, see
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The GNU General Public License does not permit incorporating your program
into proprietary programs. If your program is a subroutine library, you
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<https://www.gnu.org/licenses/why-not-lgpl.html>.
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# Sanctuary pour Luanti
Sanctuary est un jeu de survie et d'exploration libre construit avec
[Luanti](https://www.luanti.org/). Il reprend la vision du projet Sanctuary :
commencer vulnérable, faire grandir durablement son personnage, découvrir des
ères dans un ordre partiellement ouvert et relier des mondes habités.
Cette édition n'est pas un fork de Luanti. C'est un **jeu autonome** chargé par
le moteur officiel. Ce choix garde le projet libre, distribuable et soutenable ;
un fork ne sera envisagé que face à une limite technique démontrée.
## Intention
Le monde de blocs sert ici de langage commun pour habiter Internet autrement.
Un serveur n'est pas une instance jetable : c'est un lieu numérique entretenu,
avec une mémoire, des habitants et des passages choisis vers d'autres lieux.
Sanctuary vise donc une fédération de mondes autonomes plutôt qu'un métavers
centralisé.
La vision complète se trouve dans [docs/VISION.md](docs/VISION.md). La traduction
du parcours historique de Sanctuary 26.2 se trouve dans
[docs/PROGRESSION.md](docs/PROGRESSION.md).
## État actuel
Le jalon `0.1.0-dev.1` fournit les fondations de développement :
- un game Luanti autonome et un mod directeur `sanctuary_core` ;
- quatre nœuds de monde minimaux et un biome de test ;
- un schéma de progression joueur versionné, encore sans économie d'achat ;
- des commandes de diagnostic en lecture seule ;
- un healthcheck qui démarre Luanti réellement puis arrête le monde CI ;
- un environnement local isolé dans `.runtime/` ;
- la vision, l'architecture, la progression et la feuille de route initiales.
Ce n'est pas encore une boucle de jeu. La première tranche jouable sera le
prologue de l'île.
## Prérequis
- Luanti 5.16 ou plus récent ;
- Node.js 20 ou plus récent ;
- npm.
Le script trouve automatiquement Luanti dans `/Applications/Luanti.app` sur
macOS. Sur une autre installation, définir `LUANTI_BIN` vers l'exécutable.
## Démarrage
```sh
npm install
npm run setup
npm test
npm run play
```
Commandes utiles :
| Commande | Effet |
| --- | --- |
| `npm run setup` | prépare les mondes de développement isolés |
| `npm run check` | lance le healthcheck avec le vrai moteur |
| `npm test` | teste l'outillage puis le démarrage Luanti |
| `npm run play` | lance le monde local de développement |
| `npm run server` | lance un serveur local sur `127.0.0.1:31099` |
| `npm run status` | affiche moteur, version et processus géré |
| `npm run logs` | affiche la fin du journal de développement |
| `npm run stop` | arrête uniquement le processus lancé par l'outillage |
## Structure
```text
mods/sanctuary_core/ directeur de progression et socle du monde
docs/ vision, contrats et feuille de route
tools/ lancement Luanti reproductible et isolé
tests/ vérifications statiques de la fondation
.runtime/ mondes, logs et état local non versionnés
```
Voir [docs/ARCHITECTURE.md](docs/ARCHITECTURE.md) avant de créer un nouveau mod
ou un protocole de portail.
## Sources et indépendance
La conception s'appuie sur les documents du workspace Sanctuary 26.2, notamment
`sanctuary/PROGRESSION.md`, `sanctuary/ALPHA.md` et
`iliketomoveit/PORTALS.md`. Leur synthèse, la carte des dix domaines historiques
et les écarts sont consignés dans [docs/REFERENCES.md](docs/REFERENCES.md).
Ce dépôt ne contient aucun code, binaire ou asset Minecraft/Mojang. Une idée de
gameplay peut être réinterprétée ; un asset ou une implémentation ne peut être
importé qu'après vérification explicite de sa provenance et de sa licence.
## Licence
Code et documentation : GNU GPL, version 3 ou ultérieure
(`GPL-3.0-or-later`). Les futurs assets devront déclarer leur licence dans un
inventaire dédié avant distribution.
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# Architecture
Statut : contrat de fondation pour `0.1.x`.
## Jeu Luanti, pas fork moteur
Le dépôt est installé comme un game nommé `sanctuary_luanti`. Luanti reste une
dépendance externe. Cette séparation permet de suivre les versions de sécurité du
moteur et de distribuer Sanctuary par les mécanismes ordinaires de Luanti.
Un fork du moteur ne peut être proposé qu'avec :
- une limitation reproductible de l'API publique ;
- l'absence d'une solution sûre par mod, menu ou service compagnon ;
- un patch minimal discuté avec l'amont ;
- un budget de maintenance multi-plateforme et de suivi sécurité.
## Modules
La fondation contient un seul mod :
- `sanctuary_core` — progression, étapes, jalons, événements et healthcheck.
Les futurs domaines (`sanctuary_world`, `sanctuary_life`, `sanctuary_atlas`,
`sanctuary_travel`, etc.) ne seront extraits que lorsqu'ils auront une donnée
propre, une API publique et des tests indépendants. Aucun mod ne doit écrire
directement dans les métadonnées privées d'un autre.
## Données persistantes
La première donnée joueur utilise les métadonnées Luanti :
```text
sanctuary:progression_version
sanctuary:stat_<id>
sanctuary:stage
sanctuary:stardust
```
Règles :
- version entière croissante ;
- valeurs bornées par le serveur ;
- migration monotone ;
- conservation des clés inconnues ;
- snapshot en lecture seule pour l'interface ;
- aucune confiance dans un prix, rang ou résultat envoyé par un client.
Les données collectives utiliseront le ModStorage du monde avec un journal de
migration distinct.
## Trois échelles de voyage
### 1. Lieux d'un même monde Luanti
Luanti expose un espace de carte par monde, sans dimensions natives équivalentes
à celles de Minecraft. Les premières ères peuvent donc être des régions séparées
dans le même espace, reliées par des portails et des arrivées validées côté
serveur. Cette voie permet un prototype jouable sans modifier le moteur.
### 2. Mondes d'une même installation
Deux sauvegardes restent deux mondes distincts. Le jeu peut présenter leur
existence et préparer un handoff, mais ne doit pas copier directement leurs bases
SQLite. Un transfert passe par un format d'export versionné puis une politique
d'import explicite.
### 3. Serveurs fédérés
Luanti ne fournit pas d'identité centralisée : chaque serveur authentifie ses
propres comptes. Le serveur de jeu ne dispose pas non plus d'un mécanisme général
pour déplacer silencieusement un client vers un autre serveur.
Le premier portail fédéré sera donc honnête sur cette frontière :
1. découverte d'un manifeste public de destination ;
2. vérification de l'identité du monde et de sa compatibilité ;
3. consentement visible du joueur ;
4. émission éventuelle d'un billet de passage court et signé ;
5. reconnexion explicite vers l'adresse choisie ;
6. validation locale par le serveur d'arrivée.
Le prototype ne transporte ni inventaire, ni monnaie, ni privilèges. Il peut
transporter un reçu minimal : monde d'origine, jalon public, instant d'émission,
expiration et nonce anti-rejeu. La destination décide seule de ce qu'elle en fait.
## Manifeste de monde envisagé
Format de travail, non stabilisé :
```json
{
"schema": "sanctuary.place.v1",
"id": "did:web:example.org:worlds:orchard",
"name": "Le Verger",
"endpoint": { "host": "play.example.org", "port": 30000 },
"game": { "id": "sanctuary_luanti", "compatibility": "0.1" },
"public_key": "...",
"routes": []
}
```
Avant implémentation, il faudra décider la canonicalisation, les signatures, la
rotation des clés, l'expiration, la révocation et le modèle de menace. Aucun accès
HTTP non sandboxé ne doit être activé par défaut dans un mod de jeu.
## Préservation
Une release distribuable devra fournir :
- un export cohérent du monde à l'arrêt ;
- un manifeste de versions du moteur, du jeu et des schémas ;
- des checksums ;
- une procédure de restauration testée ;
- une séparation entre données publiques, privées et secrets ;
- une politique de rétention décidée par l'administrateur du lieu.
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# Progression — des chapitres historiques aux ères Luanti
Statut : traduction conceptuelle de Sanctuary 26.2. Les valeurs numériques sont
des hypothèses de départ, pas encore une implémentation complète.
## Contrat général
Sanctuary dirige la partie. Il possède la progression personnelle permanente,
les statistiques du joueur, les objectifs, les déblocages, les jalons collectifs
et le cycle de partie. Les mods de contenu possèdent les nœuds, objets, créatures,
véhicules et générateurs ; ils publient des événements que Sanctuary interprète.
La progression combine trois couches :
- **personnelle persistante** : statistiques, capacités, journal et lieux vus ;
- **temporaire** : ressources portées et avantages de l'expédition en cours ;
- **collective** : premières découvertes, routes, constellations et grands jalons.
La mort ne retire jamais un rang permanent ou un jalon déjà acquis.
## Départ
Le joueur apparaît dans un petit refuge insulaire séparé des terres lointaines.
Il commence volontairement vulnérable : peu de vie, peu d'endurance, minage lent,
souffle court, portée réduite et inventaire compact. La première amélioration doit
arriver vite ; cette fragilité met en scène la croissance sans créer une corvée.
Plusieurs voies doivent permettre de quitter l'île afin qu'aucune seed ne crée un
softlock : portail construit, aide d'un animal ou d'un véhicule, découverte rare,
ou défi ouvrant une forme de déplacement extraordinaire.
## Statistiques permanentes
Le modèle historique sert de point de départ :
| Statistique | Départ | Horizon | Sens de jeu |
| --- | ---: | ---: | --- |
| Vitalité | 3 cœurs | 10 cœurs | survivre sans banaliser les dangers |
| Faim / endurance | 3 unités | 10 unités | ouvrir sprint et expéditions longues |
| Minage | 25 % | 100 % | transformer la lenteur en maîtrise |
| Souffle | 3 unités | 10 unités | accéder aux lieux noyés |
| Construction | courte portée | portée maîtrisée | bâtir plus loin et en groupe |
| Inventaire | 1 rangée | 6 rangées | augmenter la capacité logistique |
Chaque statistique doit être autoritaire côté serveur, bornée, versionnée et
réappliquée à la connexion. L'économie exacte de progression sera prototypée dans
le prologue avant d'être stabilisée.
## Atlas
Atlas remplit quatre fonctions au fil du jeu :
1. journal et tutoriel ;
2. carte personnelle avec brouillard de découverte ;
3. navigation vers foyers, objectifs, passages et lieux connus ;
4. mémoire globale du monde et jalons collectifs.
La carte personnelle et la carte collective restent deux données distinctes.
## Les ères
Les documents 26.2 parlent de chapitres. La version Luanti les envisage comme des
**ères** : des couches de monde que l'on peut revisiter et préserver. Elles ont un
tronc commun, puis des branches ; elles n'imposent pas un ordre total.
### Prologue — L'Île
- survivre avec les statistiques minimales ;
- fabriquer les premiers outils et obtenir le premier rang de minage ;
- apprendre à lire le journal ;
- découvrir plusieurs voies d'évasion ;
- choisir comment entrer dans le réseau des mondes.
### Ère I — Retrouver le monde
- rejoindre un territoire matériel plus vaste ;
- améliorer vitalité et endurance ;
- reconnaître un premier foyer ;
- commencer une carte personnelle durable.
### Ère II — Sous la matière
- ouvrir la branche des profondeurs ;
- développer minage et construction ;
- rencontrer ressources rares et zones noyées ;
- rendre l'infrastructure aussi importante que le butin.
### Ère III — Les anciennes versions
- traverser un monde fini inspiré de l'archéologie des jeux de blocs ;
- comprendre qu'une ancienne version est un lieu à conserver, pas un déchet ;
- affronter un gardien historique original à Sanctuary ;
- inscrire un jalon collectif et obtenir un nouveau moyen de déplacement.
Cette ère réinterprète le rôle historique d'Alpha/Indev sans reprendre de marque,
personnage ou asset Minecraft.
### Branches d'expédition
- monde pastoral : vivant, nourriture et soin ;
- désert d'ossements : hostilité, fossiles et ruines ;
- canyons peints : verticalité et matériaux ;
- mer brisée : navigation, routes et véhicules.
Ces branches peuvent être parcourues dans plusieurs ordres. Leurs apports
préparent les deux ères avancées sans rendre les portails précédents obsolètes.
### Ère avancée — La Cité perdue
- retrouver archives et systèmes informatiques ;
- relier machines, Atlas et mémoire collective ;
- apprendre à préserver et transmettre un monde ;
- découvrir les premiers autres serveurs fédérés.
### Ère céleste — Laputa
- atteindre des structures d'altitude ;
- maîtriser les déplacements aériens ;
- achever les branches principales de l'Atlas ;
- contribuer à une conclusion collective encore ouverte.
## Multijoueur
Un nouveau joueur commence au rang initial même sur un vieux serveur, mais peut
utiliser les infrastructures collectives lorsque ses propres déblocages le
permettent. La difficulté d'un objectif dépend de sa progression personnelle,
jamais du joueur le plus avancé du serveur.
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# Références de conception
Cette synthèse rend le dépôt autonome tout en conservant la provenance des idées.
Les chemins ci-dessous décrivent le workspace local au moment de l'initialisation
et ne sont pas des dépendances d'exécution.
## Documents Sanctuary 26.2 lus
| Source locale | Apport retenu |
| --- | --- |
| `../26.2/sanctuary/PROGRESSION.md` | directeur de partie, statistiques permanentes, Atlas, branches et multijoueur |
| `../26.2/sanctuary/ALPHA.md` | monde historique fini, déterministe et préservable |
| `../26.2/iliketomoveit/PORTALS.md` | routes data-driven, paires persistantes, arrivées sûres et autorité serveur |
| `../26.2/README.md` | séparation des responsabilités fonctionnelles et état des systèmes |
| `../26.2/AGENTS.md` | discipline de migrations, compatibilité, tests et petites branches |
| `../26.2/CONTRIBUTING.md` | flux de contribution et contrats inter-mods |
## Carte fonctionnelle héritée
Sanctuary 26.2 répartit le projet en dix responsabilités. La version Luanti
conserve cette lecture du produit, sans décider prématurément qu'une ligne doit
devenir un mod distinct.
| Domaine 26.2 | Responsabilité | Traduction Luanti envisagée |
| --- | --- | --- |
| Another World | matière, biomes, photographie, instruments météo | nœuds, crafts, worldgen et outils d'observation |
| It's Alive! | vivant, créatures, agriculture et cuisine | cycles biologiques et gameplay du vivant |
| Ambiance | perception, météo, lumière, audio et calendrier | composition client accessible, pilotée par des états serveur |
| Red-Stoner | calcul, signaux, ordinateurs, identité locale et stockage | machines, mémoire du lieu et interfaces informatiques |
| I Like To Move It | portails, véhicules, grappin, poulies et waystones | déplacements locaux, inter-ères puis handoff fédéré |
| Ouch | combat, armes et destruction | règles de dommage et risques explicites |
| Only Fun | raretés et règles ludiques absurdes | écarts volontaires, sans raccourci de progression caché |
| Sanctuary | progression, aventure, Atlas et monde principal | directeur de partie et propriétaire des jalons |
| Events | événements de serveur | événements collectifs data-driven |
| MasterKey | administration et diagnostic | commandes opérateur, migrations et laboratoire |
Cette carte impose une règle simple : le directeur interprète les événements,
mais le domaine qui crée un contenu reste propriétaire de ses IDs et de son état.
## Contrats à préserver
- La progression, les transactions, les arrivées et les dégâts sont validés par
le serveur.
- Atlas sépare la mémoire personnelle de la mémoire collective du lieu.
- Les waystones servent au déplacement local ; les portails relient des régions,
des ères ou, plus tard, des serveurs.
- Une route est définie par des données, possède deux extrémités persistantes et
cherche une arrivée sûre.
- Les formats persistants gardent une version et une migration monotone.
- Les nouveaux habitants commencent au rang initial mais peuvent bénéficier des
infrastructures déjà construites.
- Le ciel partagé et ses constellations financées collectivement constituent un
exemple fort de création commune à réinterpréter dans Luanti.
## Traductions et écarts
- Les « chapitres » deviennent des « ères » pour souligner la préservation des
couches de monde ; leur structure en tronc et branches est conservée.
- Les dimensions Minecraft deviennent d'abord des régions éloignées dans un même
monde Luanti, puis éventuellement des serveurs fédérés.
- Les IDs historiques prouvent l'intention mais ne sont pas repris tels quels.
- Les personnages, marques et assets Minecraft ne sont pas importés. Les rôles
narratifs doivent être réécrits avec une identité Sanctuary originale.
- L'interconnexion de serveurs est une nouvelle direction : elle étend le contrat
des portails sans prétendre qu'elle existe déjà dans Sanctuary 26.2.
## Références Luanti
- moteur officiel : <https://www.luanti.org/> ;
- documentation : <https://docs.luanti.org/> ;
- API Lua officielle : <https://github.com/luanti-org/luanti/blob/master/doc/lua_api.md>.
Luanti ne centralise pas les comptes entre serveurs. Cette contrainte est traitée
comme une propriété de la fédération et non comme un détail à masquer.
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# Feuille de route
Les jalons sont des tranches jouables. Ils ne correspondent pas encore à des
dates de livraison.
## M0 — Fondation du dépôt
- [x] dépôt Git autonome ;
- [x] game Luanti officiel, sans fork moteur ;
- [x] runtime local isolé ;
- [x] test de démarrage headless ;
- [x] vision, architecture et progression documentées ;
- [ ] première capture et identité visuelle originale.
## M1 — Prologue jouable : L'Île
- génération garantie du refuge et de sa couronne ;
- statistiques initiales faibles réellement appliquées ;
- outils et premier rang de minage ;
- journal minimal ;
- au moins deux routes d'évasion sans softlock ;
- test reproductible sur plusieurs seeds.
## M2 — Progression et Atlas
- achats ou gains autoritaires et migration du schéma ;
- carte personnelle distincte de la mémoire collective ;
- objectifs data-driven ;
- mort sans perte des rangs permanents ;
- nouveaux joueurs viables dans un monde ancien.
## M3 — Portails matériels
- routes data-driven ;
- paires persistantes et arrivées sûres ;
- régions d'ères au sein d'un monde Luanti ;
- révocation et reconstruction sans corruption ;
- premières branches d'expédition.
## M4 — Fédération expérimentale
- manifeste de lieu versionné ;
- annuaire explicite, sans découverte cachée ;
- consentement de départ et reconnexion ;
- billet signé sans inventaire ni monnaie ;
- modèle de menace, expiration et anti-rejeu ;
- deux serveurs de test administrés séparément.
## M5 — Préservation
- export, checksum et restauration automatisés ;
- inventaire des licences d'assets ;
- migrations testées depuis chaque release stable ;
- guide de transmission d'un monde à une autre équipe.
## M6 — Ères avancées
- anciennes versions ;
- Cité perdue et mémoire informatique ;
- Laputa et conclusion collective ;
- fédération de plusieurs lieux communautaires.
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# Vision — habiter Internet autrement
Statut : direction de produit. Les mécanismes précis restent à éprouver en jeu.
## Sanctuary n'est pas seulement un jeu gratuit
« Gratuit » décrit mal l'ambition. Sanctuary doit être libre d'être lancé,
hébergé, étudié, modifié et transmis. Luanti donne une base technique cohérente
avec cette intention sans rendre le projet dépendant d'un compte, d'un launcher
ou d'une plateforme propriétaire.
Le métagame familier du monde de blocs est un langage d'accueil. On sait presque
instinctivement ramasser, construire, laisser une trace et montrer un endroit à
quelqu'un. Sanctuary veut employer ce langage pour reconnecter des personnes et
des communautés, pas pour les enfermer dans un service central.
## Un monde est un lieu
Un monde Sanctuary est un espace numérique habité :
- il possède une histoire lisible et des jalons collectifs ;
- ses habitants peuvent le transformer et en prendre soin ;
- son administration est locale et explicite ;
- ses sauvegardes sont exportables, vérifiables et transmissibles ;
- sa disparition n'est pas considérée comme normale ou invisible ;
- ses liens vers d'autres mondes reposent sur le consentement des deux lieux.
Préserver ne signifie pas figer. Un lieu vivant change, mais ses migrations sont
versionnées, sa mémoire reste intelligible et ses habitants peuvent savoir ce
qui a changé.
## Une fédération, pas un centre
Les mondes doivent pouvoir se découvrir et se relier sans appartenir au même
opérateur. Un portail est à la fois un objet de jeu et un lien social : il rend
visible une relation entre deux communautés.
La fédération suit cinq principes :
1. **Autonomie** — chaque monde choisit ses règles, ses voisins et ce qu'il accepte.
2. **Consentement** — une route n'existe que si ses deux extrémités l'approuvent.
3. **Sobriété** — on échange le minimum de données nécessaire au passage.
4. **Portabilité** — les formats et sauvegardes sont documentés et exportables.
5. **Révocabilité** — un lien peut être fermé sans corrompre les mondes ni les
identités locales.
Une identité globale, une monnaie globale et un inventaire universel ne sont pas
des prérequis. Ils créeraient trop tôt un centre de pouvoir et une surface de
fraude. La première fédération peut partager seulement un annuaire signé, des
jalons publics et un passage guidé vers l'écran de reconnexion.
## Le parcours comme mémoire d'Internet
Les ères ne sont pas une simple montée en puissance. Elles font traverser des
formes de monde : refuge initial, monde matériel, profondeurs, anciennes
versions, expéditions, ville-archive et monde céleste. Cette archéologie ludique
doit donner de la valeur à la continuité, aux ruines et aux couches techniques
qui composent un espace numérique.
La progression personnelle reste persistante, mais le monde porte aussi une
mémoire collective. L'Atlas doit toujours distinguer « ce que j'ai vu » de « ce
que ce monde sait ».
## Critères de réussite
Sanctuary réussit si :
- une personne peut héberger un monde sans demander la permission à Sanctuary ;
- un monde peut survivre au départ de son hébergeur grâce à des exports complets ;
- deux communautés peuvent ouvrir puis fermer une route compréhensible ;
- un nouveau joueur commence petit sans être exclu d'un monde ancien ;
- le soin, l'exploration et la transmission comptent autant que l'accumulation ;
- le projet demeure jouable avec le moteur Luanti officiel.
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title = Sanctuary
version = 0.1.0-dev.1
description = Un monde libre à habiter, préserver et relier.
author = KOKA99CAB
min_minetest_version = 5.16
default_mapgen = v7
allowed_mapgens = v7,flat,singlenode
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# Valeurs locales. L'outillage les complète dans .runtime/.
name = developer
creative_mode = false
enable_damage = true
server_announce = false
bind_address = 127.0.0.1
remote_port = 31099
port = 31099
time_speed = 72
fps_max = 60
viewing_range = 128
enable_fog = true
smooth_lighting = true
console_log_level = action
debug_log_level = action
default_privs = interact,shout
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sanctuary = rawget(_G, "sanctuary") or {}
_G.sanctuary = sanctuary
sanctuary.modname = core.get_current_modname()
sanctuary.modpath = core.get_modpath(sanctuary.modname)
sanctuary.game = core.get_game_info()
sanctuary.settings = Settings(sanctuary.game.path .. DIR_DELIM .. "game.conf")
sanctuary.title = sanctuary.settings:get("title") or "Sanctuary"
sanctuary.version = assert(
sanctuary.settings:get("version"),
"game.conf must define a Sanctuary version"
)
function sanctuary.load(module_name)
dofile(sanctuary.modpath .. DIR_DELIM .. "src" .. DIR_DELIM .. module_name .. ".lua")
end
sanctuary.load("progression")
sanctuary.load("world")
sanctuary.load("commands")
sanctuary.load("healthcheck")
core.log("action", "[sanctuary] " .. sanctuary.title .. " " .. sanctuary.version .. " loaded")
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name = sanctuary_core
title = Sanctuary Core
description = Progression, world contracts and diagnostics for Sanctuary.
author = KOKA99CAB
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core.register_chatcommand("sanctuary", {
description = "Affiche la version et l'ère actuelle de Sanctuary.",
func = function()
return true, string.format(
"%s %s — fondation, Prologue : L'Île",
sanctuary.title,
sanctuary.version
)
end,
})
core.register_chatcommand("sanctuary_progression", {
description = "Affiche votre snapshot de progression en lecture seule.",
func = function(player_name)
local player = core.get_player_by_name(player_name)
if not player then
return false, "Cette commande doit être utilisée en jeu."
end
return true, core.write_json(sanctuary.progression.snapshot(player), true)
end,
})
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local required_nodes = {
"sanctuary_core:stone",
"sanctuary_core:soil",
"sanctuary_core:grass",
"sanctuary_core:water_source",
"sanctuary_core:water_flowing",
}
local required_aliases = {
"mapgen_stone",
"mapgen_dirt",
"mapgen_dirt_with_grass",
"mapgen_water_source",
"mapgen_river_water_source",
}
core.register_on_mods_loaded(function()
local missing = {}
for _, node_name in ipairs(required_nodes) do
if not core.registered_nodes[node_name] then
missing[#missing + 1] = node_name
end
end
for _, alias in ipairs(required_aliases) do
if not core.registered_aliases[alias] then
missing[#missing + 1] = alias
end
end
if not core.registered_biomes.sanctuary_foundation then
missing[#missing + 1] = "biome:sanctuary_foundation"
end
if sanctuary.progression.schema_version ~= 1 then
missing[#missing + 1] = "progression_schema!=1"
end
if #missing > 0 then
error("[sanctuary-healthcheck] missing contracts: " .. table.concat(missing, ", "))
end
local summary = string.format(
"version=%s schema=%d nodes=%d biomes=%d",
sanctuary.version,
sanctuary.progression.schema_version,
#required_nodes,
1
)
core.log("action", "[sanctuary-healthcheck] OK " .. summary)
if core.settings:get_bool("sanctuary_ci_exit", false) then
core.log("action", "[sanctuary-ci] READY " .. summary)
core.after(0, function()
core.request_shutdown("Sanctuary healthcheck complete", false, 0)
end)
end
end)
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sanctuary.progression = {
schema_version = 1,
stats = {
vitality = { max_rank = 7 },
hunger = { max_rank = 7 },
mining = { max_rank = 7 },
breath = { max_rank = 7 },
building = { max_rank = 7 },
inventory = { max_rank = 5 },
},
}
local VERSION_KEY = "sanctuary:progression_version"
local STAGE_KEY = "sanctuary:stage"
local STARDUST_KEY = "sanctuary:stardust"
local function stat_key(stat_id)
return "sanctuary:stat_" .. stat_id
end
function sanctuary.progression.ensure(player)
local meta = player:get_meta()
local stored_version = meta:get_int(VERSION_KEY)
if stored_version == 0 then
meta:set_int(VERSION_KEY, sanctuary.progression.schema_version)
meta:set_int(STAGE_KEY, 0)
meta:set_int(STARDUST_KEY, 0)
for stat_id in pairs(sanctuary.progression.stats) do
meta:set_int(stat_key(stat_id), 0)
end
stored_version = sanctuary.progression.schema_version
end
if stored_version > sanctuary.progression.schema_version then
core.log("warning", string.format(
"[sanctuary] player %s uses future progression schema %d",
player:get_player_name(),
stored_version
))
end
return stored_version
end
function sanctuary.progression.snapshot(player)
local meta = player:get_meta()
local stats = {}
for stat_id, definition in pairs(sanctuary.progression.stats) do
local rank = meta:get_int(stat_key(stat_id))
stats[stat_id] = math.max(0, math.min(definition.max_rank, rank))
end
return {
schema_version = sanctuary.progression.ensure(player),
stage = math.max(0, meta:get_int(STAGE_KEY)),
stardust = math.max(0, meta:get_int(STARDUST_KEY)),
stats = stats,
}
end
core.register_on_joinplayer(function(player)
sanctuary.progression.ensure(player)
end)
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local function color_texture(color)
return "[fill:16x16:" .. color
end
core.register_node("sanctuary_core:stone", {
description = "Sanctuary Stone",
tiles = { color_texture("#626A73") },
is_ground_content = true,
groups = { cracky = 3, stone = 1 },
})
core.register_node("sanctuary_core:soil", {
description = "Sanctuary Soil",
tiles = { color_texture("#70543E") },
is_ground_content = true,
groups = { crumbly = 3, soil = 1 },
})
core.register_node("sanctuary_core:grass", {
description = "Sanctuary Grass",
tiles = {
color_texture("#718C55"),
color_texture("#70543E"),
color_texture("#718C55") .. "^[lowpart:35:" .. color_texture("#70543E"),
},
is_ground_content = true,
groups = { crumbly = 3, soil = 1 },
drop = "sanctuary_core:soil",
})
core.register_node("sanctuary_core:water_source", {
description = "Sanctuary Water Source",
drawtype = "liquid",
tiles = { color_texture("#3C6F91") },
special_tiles = { color_texture("#3C6F91") },
paramtype = "light",
walkable = false,
pointable = false,
diggable = false,
buildable_to = true,
liquidtype = "source",
liquid_alternative_flowing = "sanctuary_core:water_flowing",
liquid_alternative_source = "sanctuary_core:water_source",
liquid_viscosity = 1,
post_effect_color = { a = 128, r = 44, g = 94, b = 125 },
groups = { water = 3, liquid = 3 },
})
core.register_node("sanctuary_core:water_flowing", {
description = "Flowing Sanctuary Water",
drawtype = "flowingliquid",
tiles = { color_texture("#3C6F91") },
special_tiles = { color_texture("#3C6F91") },
paramtype = "light",
paramtype2 = "flowingliquid",
walkable = false,
pointable = false,
diggable = false,
buildable_to = true,
liquidtype = "flowing",
liquid_alternative_flowing = "sanctuary_core:water_flowing",
liquid_alternative_source = "sanctuary_core:water_source",
liquid_viscosity = 1,
post_effect_color = { a = 128, r = 44, g = 94, b = 125 },
groups = { water = 3, liquid = 3, not_in_creative_inventory = 1 },
})
for alias, target in pairs({
mapgen_stone = "sanctuary_core:stone",
mapgen_dirt = "sanctuary_core:soil",
mapgen_dirt_with_grass = "sanctuary_core:grass",
mapgen_water_source = "sanctuary_core:water_source",
mapgen_river_water_source = "sanctuary_core:water_source",
}) do
core.register_alias(alias, target)
end
core.register_biome({
name = "sanctuary_foundation",
node_top = "sanctuary_core:grass",
depth_top = 1,
node_filler = "sanctuary_core:soil",
depth_filler = 3,
node_stone = "sanctuary_core:stone",
node_water_top = "sanctuary_core:water_source",
depth_water_top = 10,
node_water = "sanctuary_core:water_source",
y_min = -31000,
y_max = 31000,
heat_point = 50,
humidity_point = 50,
})
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{
"name": "sanctuary-luanti",
"version": "0.1.0-dev.1",
"lockfileVersion": 3,
"requires": true,
"packages": {
"": {
"name": "sanctuary-luanti",
"version": "0.1.0-dev.1",
"engines": {
"node": ">=20"
}
}
}
}
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{
"name": "sanctuary-luanti",
"version": "0.1.0-dev.1",
"private": true,
"description": "Outillage de développement du jeu libre Sanctuary pour Luanti.",
"type": "module",
"engines": {
"node": ">=20"
},
"scripts": {
"setup": "node tools/luanti.mjs setup",
"check": "node tools/luanti.mjs check",
"test:tooling": "node --test tests/*.test.mjs",
"test": "npm run test:tooling && npm run check",
"play": "node tools/luanti.mjs play",
"server": "node tools/luanti.mjs server",
"status": "node tools/luanti.mjs status",
"logs": "node tools/luanti.mjs logs",
"stop": "node tools/luanti.mjs stop"
}
}
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import assert from "node:assert/strict";
import { readFile } from "node:fs/promises";
import path from "node:path";
import test from "node:test";
import { parseSettings, repoRoot } from "../tools/luanti.mjs";
async function text(relativePath) {
return readFile(path.join(repoRoot, relativePath), "utf8");
}
test("game and package versions stay aligned", async () => {
const game = parseSettings(await text("game.conf"));
const packageJson = JSON.parse(await text("package.json"));
assert.equal(game.title, "Sanctuary");
assert.equal(game.version, packageJson.version);
assert.equal(game.min_minetest_version, "5.16");
});
test("the core mod registers every mapgen contract checked at boot", async () => {
const world = await text("mods/sanctuary_core/src/world.lua");
const healthcheck = await text("mods/sanctuary_core/src/healthcheck.lua");
for (const id of ["stone", "soil", "grass", "water_source", "water_flowing"]) {
assert.match(world, new RegExp(`register_node\\(\\"sanctuary_core:${id}\\"`));
assert.match(healthcheck, new RegExp(`sanctuary_core:${id}`));
}
assert.match(world, /register_biome/);
assert.match(healthcheck, /sanctuary_foundation/);
});
test("federation boundaries and source references remain documented", async () => {
const vision = await text("docs/VISION.md");
const architecture = await text("docs/ARCHITECTURE.md");
const references = await text("docs/REFERENCES.md");
assert.match(vision, /fédération/i);
assert.match(vision, /chaque monde choisit ses règles/i);
assert.match(architecture, /ne transporte ni inventaire, ni monnaie, ni privilèges/i);
assert.match(references, /sanctuary\/PROGRESSION\.md/);
});
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import { spawn } from "node:child_process";
import { constants as fsConstants, existsSync } from "node:fs";
import {
access,
lstat,
mkdir,
readFile,
readlink,
realpath,
rm,
symlink,
writeFile,
} from "node:fs/promises";
import { homedir } from "node:os";
import path from "node:path";
import { fileURLToPath } from "node:url";
export const repoRoot = path.dirname(path.dirname(fileURLToPath(import.meta.url)));
export const runtimeRoot = path.join(repoRoot, ".runtime");
export const userRoot = path.join(runtimeRoot, "user");
export const worldsRoot = path.join(userRoot, "worlds");
export const gameLink = path.join(userRoot, "games", "sanctuary_luanti");
export const logsRoot = path.join(runtimeRoot, "logs");
const statePath = path.join(runtimeRoot, "managed-process.json");
const checkPort = "31098";
const devPort = "31099";
export function parseSettings(content) {
const values = {};
for (const rawLine of content.split(/\r?\n/)) {
const line = rawLine.trim();
if (!line || line.startsWith("#")) continue;
const separator = line.indexOf("=");
if (separator === -1) continue;
values[line.slice(0, separator).trim()] = line.slice(separator + 1).trim();
}
return values;
}
async function executable(file) {
try {
await access(file, fsConstants.X_OK);
return true;
} catch {
return false;
}
}
export async function detectLuantiBinary() {
const names = process.platform === "win32"
? ["luanti.exe", "minetest.exe"]
: ["luanti", "minetest"];
const pathCandidates = (process.env.PATH || "")
.split(path.delimiter)
.filter(Boolean)
.flatMap((directory) => names.map((name) => path.join(directory, name)));
const candidates = [
process.env.LUANTI_BIN,
"/Applications/Luanti.app/Contents/MacOS/luanti",
path.join(homedir(), "Applications/Luanti.app/Contents/MacOS/luanti"),
...pathCandidates,
].filter(Boolean);
for (const candidate of candidates) {
if (await executable(candidate)) return candidate;
}
return null;
}
async function writeIfChanged(file, content) {
try {
if (await readFile(file, "utf8") === content) return;
} catch {
// The file is created below.
}
await writeFile(file, content, "utf8");
}
async function ensureGameLink() {
await mkdir(path.dirname(gameLink), { recursive: true });
try {
const entry = await lstat(gameLink);
if (!entry.isSymbolicLink()) {
throw new Error(`Refusing to replace non-symlink game path: ${gameLink}`);
}
if (await realpath(gameLink) !== repoRoot) {
throw new Error(`Game link does not point to this repository: ${gameLink}`);
}
} catch (error) {
if (error.code !== "ENOENT") throw error;
await symlink(repoRoot, gameLink, process.platform === "win32" ? "junction" : "dir");
}
}
function worldSettings(name) {
return [
`world_name = sanctuary-${name}`,
"gameid = sanctuary_luanti",
"backend = sqlite3",
"player_backend = sqlite3",
"auth_backend = sqlite3",
"mod_storage_backend = sqlite3",
"creative_mode = false",
"enable_damage = true",
"server_announce = false",
"",
].join("\n");
}
export async function prepareRuntime() {
const devWorld = path.join(worldsRoot, "dev");
const ciWorld = path.join(worldsRoot, "ci");
await Promise.all([
mkdir(devWorld, { recursive: true }),
mkdir(ciWorld, { recursive: true }),
mkdir(logsRoot, { recursive: true }),
]);
await ensureGameLink();
await writeIfChanged(path.join(devWorld, "world.mt"), worldSettings("dev"));
await writeIfChanged(path.join(ciWorld, "world.mt"), worldSettings("ci"));
const base = (await readFile(path.join(repoRoot, "minetest.conf"), "utf8")).trimEnd();
await writeIfChanged(
path.join(runtimeRoot, "dev.conf"),
`${base}\nport = ${devPort}\nsanctuary_ci_exit = false\n`,
);
await writeIfChanged(
path.join(runtimeRoot, "ci.conf"),
`${base}\ncreative_mode = true\nenable_damage = false\nport = ${checkPort}\nsanctuary_ci_exit = true\n`,
);
return { runtimeRoot, userRoot, devWorld, ciWorld, gameLink };
}
function run(command, args, options = {}) {
return new Promise((resolve, reject) => {
const child = spawn(command, args, options);
let stdout = "";
let stderr = "";
child.stdout?.on("data", (chunk) => { stdout += chunk; });
child.stderr?.on("data", (chunk) => { stderr += chunk; });
child.on("error", reject);
child.on("close", (code, signal) => resolve({ code, signal, stdout, stderr }));
});
}
export async function runHealthcheck(timeoutMs = 20_000) {
const binary = await detectLuantiBinary();
if (!binary) {
return { ok: false, reason: "Luanti not found. Install it or set LUANTI_BIN." };
}
const { ciWorld } = await prepareRuntime();
const logPath = path.join(logsRoot, "ci.log");
await writeFile(logPath, "", "utf8");
const args = [
"--server",
"--world", ciWorld,
"--config", path.join(runtimeRoot, "ci.conf"),
"--logfile", logPath,
"--log-timestamp", "none",
"--color", "never",
"--port", checkPort,
];
const result = await new Promise((resolve, reject) => {
const child = spawn(binary, args, {
cwd: repoRoot,
env: { ...process.env, LUANTI_USER_PATH: userRoot },
stdio: ["ignore", "pipe", "pipe"],
});
let stdout = "";
let stderr = "";
let timedOut = false;
child.stdout.on("data", (chunk) => { stdout += chunk; });
child.stderr.on("data", (chunk) => { stderr += chunk; });
child.on("error", reject);
const timer = setTimeout(() => {
timedOut = true;
child.kill("SIGTERM");
}, timeoutMs);
child.on("close", (code, signal) => {
clearTimeout(timer);
resolve({ code, signal, stdout, stderr, timedOut });
});
});
let log = "";
try {
log = await readFile(logPath, "utf8");
} catch {
// A startup error can happen before the logfile exists.
}
const output = `${result.stdout}\n${result.stderr}\n${log}`;
const marker = output.match(/\[sanctuary-ci\] READY ([^\r\n]+)/);
return {
ok: result.code === 0 && !result.timedOut && Boolean(marker),
exitCode: result.code,
signal: result.signal,
timedOut: result.timedOut,
summary: marker?.[1] || null,
logPath,
output: output.trim().split(/\r?\n/).slice(-60).join("\n"),
};
}
function pidAlive(pid) {
if (!Number.isInteger(pid) || pid < 1) return false;
try {
process.kill(pid, 0);
return true;
} catch {
return false;
}
}
async function readState() {
try {
return JSON.parse(await readFile(statePath, "utf8"));
} catch {
return null;
}
}
async function startManaged(mode) {
const binary = await detectLuantiBinary();
if (!binary) throw new Error("Luanti not found. Install it or set LUANTI_BIN.");
const previous = await readState();
if (previous && pidAlive(previous.pid)) {
return { started: false, reason: "A managed process is already running.", ...previous };
}
const { devWorld } = await prepareRuntime();
const logPath = path.join(logsRoot, mode === "server" ? "server.log" : "dev.log");
const args = [
"--world", devWorld,
"--config", path.join(runtimeRoot, "dev.conf"),
"--logfile", logPath,
"--color", "never",
];
if (mode === "server") args.push("--server", "--port", devPort);
else args.push("--go", "--name", "developer");
const child = spawn(binary, args, {
cwd: repoRoot,
env: { ...process.env, LUANTI_USER_PATH: userRoot },
detached: true,
stdio: "ignore",
});
child.unref();
const state = {
pid: child.pid,
mode,
binary,
world: devWorld,
logPath,
startedAt: new Date().toISOString(),
};
await writeFile(statePath, `${JSON.stringify(state, null, 2)}\n`, "utf8");
return { started: true, ...state };
}
async function stopManaged() {
const state = await readState();
if (!state) return { stopped: false, reason: "No managed process recorded." };
if (!pidAlive(state.pid)) {
await rm(statePath, { force: true });
return { stopped: false, reason: "The recorded process has already stopped." };
}
try {
process.kill(-state.pid, "SIGTERM");
} catch {
process.kill(state.pid, "SIGTERM");
}
return { stopped: true, pid: state.pid, mode: state.mode };
}
async function status() {
const binary = await detectLuantiBinary();
const game = parseSettings(await readFile(path.join(repoRoot, "game.conf"), "utf8"));
const state = await readState();
let linkTarget = null;
try {
linkTarget = await readlink(gameLink);
} catch {
// Runtime has not been prepared.
}
let engineVersion = null;
if (binary) {
const version = await run(binary, ["--version"], { stdio: ["ignore", "pipe", "pipe"] });
engineVersion = `${version.stdout}${version.stderr}`.trim();
}
return {
game,
repository: repoRoot,
luanti: { binary, version: engineVersion },
runtime: { prepared: existsSync(path.join(worldsRoot, "dev", "world.mt")), gameLink: linkTarget },
managed: state ? { ...state, running: pidAlive(state.pid) } : null,
};
}
async function logs() {
const logPath = path.join(logsRoot, "dev.log");
try {
const content = await readFile(logPath, "utf8");
return { logPath, output: content.trimEnd().split(/\r?\n/).slice(-100).join("\n") };
} catch {
return { logPath, output: "" };
}
}
function print(value) {
process.stdout.write(`${JSON.stringify(value, null, 2)}\n`);
}
async function main() {
const command = process.argv[2] || "status";
if (command === "setup") return print(await prepareRuntime());
if (command === "status") return print(await status());
if (command === "play") return print(await startManaged("play"));
if (command === "server") return print(await startManaged("server"));
if (command === "stop") return print(await stopManaged());
if (command === "logs") return print(await logs());
if (command === "check") {
const result = await runHealthcheck();
print(result);
if (!result.ok) process.exitCode = 1;
return;
}
throw new Error(`Unknown command: ${command}`);
}
if (process.argv[1] && path.resolve(process.argv[1]) === fileURLToPath(import.meta.url)) {
main().catch((error) => {
process.stderr.write(`${error.stack || error.message}\n`);
process.exitCode = 1;
});
}