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Split into engine, preservation port and Community Edition - #3
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The rules now come from puzzle-boy-engine, pinned as a submodule at external/puzzle-boy-engine (99eaf06). src/PuzzleBoy.Rules and the nine rule-only test files are deleted here; they live in the engine with the same tests. The original order moves to OriginalStageOrder in the game. Behavior is unchanged: the bonus list sits in GameAssets until the next commit restores the original twenty stages. CI checks out submodules and fails early with a clear message when the engine is missing.
The game loads exactly the original's 20 stage files again. The C switch key, the PageUp/PageDown stage skip and the switch's controls bar are gone; Hud.cs is back to v0.1.0. Everything else plays as before, and after stage 20 the board stays cleared, as in v0.1.0. Pressed now only reads keys from a table, so tests can prove there's no switch or skip key. A metadata scan proves the game never references Board.Switch, with Board.Step as its positive control. The bonus stages and the switch move to Community Edition.
The README now leads with what this repo is: a faithful preservation port that needs your own Nocturne data and plays the original 20 stages. It points to Community Edition for play without Nocturne. AGENTS.md and the docs cover the engine submodule, OriginalStageOrder and the keys without the switch or the skip. The bonus stages page stays as history. ROADMAP.md records the split's decisions and closes M5.
- refactor: move bundle reading into PuzzleBoy.Nocturne - refactor: move board and character rendering into PuzzleBoy.Rendering - docs: describe the shared presentation libraries
The install reader, texture and mesh decoders, board and character drawing, camera, move timing and sounds now come from the engine's PuzzleBoy.Nocturne and PuzzleBoy.Rendering, which hold the same code with only namespace, visibility and citation changes. Their tests moved with them; the Board.Switch scan now also covers PuzzleBoy.Rendering. The game drops its direct AssetsTools.NET, Fmod5Sharp and NVorbis references, which now come through PuzzleBoy.Nocturne.
AGENTS.md, the architecture and topic docs point at the engine's PuzzleBoy.Nocturne and PuzzleBoy.Rendering. ROADMAP.md records the decision and M6, with the diff evidence that the moved code is unchanged.
- docs: record versioning by commit SHA and close E3 with its CI runs
The engine and Community Edition are on GitHub, so the submodule fetches from there and CI passes (PR #3 run 38757831224, release start checks 38757945948). M5 is done with the right test count, 51, and Community is described as the minigame expanded.
hazeliscoding
marked this pull request as ready for review
October 15, 2026 17:04
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This repo goes back to being a faithful preservation port of the original 20 stages.
external/puzzle-boy-engine.v0.1.0,v0.2.0and the M0–M4 history are unchanged.See ROADMAP.md, M5 and M6, for the evidence and test accounting.