Noodloft.Components 0.0.1-alpha3

This is a prerelease version of Noodloft.Components.
There is a newer version of this package available.
See the version list below for details.
dotnet add package Noodloft.Components --version 0.0.1-alpha3
                    
NuGet\Install-Package Noodloft.Components -Version 0.0.1-alpha3
                    
This command is intended to be used within the Package Manager Console in Visual Studio, as it uses the NuGet module's version of Install-Package.
<PackageReference Include="Noodloft.Components" Version="0.0.1-alpha3" />
                    
For projects that support PackageReference, copy this XML node into the project file to reference the package.
<PackageVersion Include="Noodloft.Components" Version="0.0.1-alpha3" />
                    
Directory.Packages.props
<PackageReference Include="Noodloft.Components" />
                    
Project file
For projects that support Central Package Management (CPM), copy this XML node into the solution Directory.Packages.props file to version the package.
paket add Noodloft.Components --version 0.0.1-alpha3
                    
#r "nuget: Noodloft.Components, 0.0.1-alpha3"
                    
#r directive can be used in F# Interactive and Polyglot Notebooks. Copy this into the interactive tool or source code of the script to reference the package.
#:package Noodloft.Components@0.0.1-alpha3
                    
#:package directive can be used in C# file-based apps starting in .NET 10 preview 4. Copy this into a .cs file before any lines of code to reference the package.
#addin nuget:?package=Noodloft.Components&version=0.0.1-alpha3&prerelease
                    
Install as a Cake Addin
#tool nuget:?package=Noodloft.Components&version=0.0.1-alpha3&prerelease
                    
Install as a Cake Tool

Noodloft.Components

Engine-agnostic gameplay components for .NET games, with save/load built in and a Godot 4 addon on top.

The gameplay rules — how armor and resistances combine, when a level-up fires, where an item stacks — live in plain C# classes that can be unit-tested without an engine running. The engine layer is a thin shell over them.

Projects

Project What it is
Noodloft.Components The reactive component base: ReactiveComponentBase, ReactiveResult, IStatefulComponent, ILogger. Zero dependencies.
Noodloft.Components.Games The seven component families. Zero dependencies.
Noodloft.Components.Persistence Save/load. References the two above; System.Text.Json is in the shared framework.
Noodloft.Components.Games.Godot GodotLogger and GodotUserSaveStore. Compiled, shipped as a DLL.
Noodloft.Components.Games.Godot.Addon The nodes, resources and autoload. Shipped as source — see below.

The component families

Family Owns
Health A pool with a floor and a ceiling.
Damage Crit, armor, typed resistances, invulnerability frames, death, revival. Composes a health pool.
Attributes A modifiable stat: flat, additive-percent and multiplicative-percent modifiers, removable by id or by source.
Progression XP and levels, over a pluggable curve.
Cooldowns One cooldown, or a whole ability bar under a CooldownRegistry.
Inventory Slot-based container with stacking, an optional weight budget, and all-or-nothing or partial operations.
Interaction Focus, hold-to-complete, lock, one-shot.
Input Two components: a buffer (press buffering, hold-to-charge, double tap) and a rebindable action map that saves the player's control scheme.

The shape every component takes

Model            mutable state, with internal setters
DTO              a readonly struct describing one operation
Evaluator        a pure static function: (DTO, Model) -> result
Component        wires them together and raises events

An operation returns one of three outcomes, and the difference matters:

var result = cooldown.SetModel(CooldownOperation.Tick(delta));

result.Outcome switch
{
    ReactiveOutcome.Applied   => // the model changed; OnModelSet fired
    ReactiveOutcome.Unchanged => // legal, but a no-op. Silent: this is the per-frame path
    ReactiveOutcome.Rejected  => // the caller asked for something impossible. Logged, with a reason
};

Input, specifically

The two halves are split because only one of them is save state.

// Timing. Never saved: restoring a half-held button leaves it stuck down forever.
if (buffer.TryConsume("jump"))   // pressed up to BufferDuration ago, and not yet claimed
    Jump();

buffer.HoldRatio("charge");      // 0..1, for a charge meter

// Bindings. Saved — but only the actions the player actually rebound, so retuning a
// default control scheme still reaches everyone who left that action alone.
bindings.SetModel(BindingOperation.Rebind("jump", new InputBinding(InputDeviceKind.Keyboard, "Enter")));

A rebind onto a button another action owns is refused and names the clash, which is what a controls menu needs in order to say "Space is already Jump". InputBindingsNode is the only thing that turns a stored binding into a real InputEvent, so a save survives an engine upgrade renumbering its keycodes.

Unchanged exists so that ticking sixty idle cooldowns a frame raises no events and logs nothing. Every reason string on that path is a constant, because an interpolated one would allocate on every tick of every component — measured at 128 B per tick before it was fixed.

Three words, no overlap

Word What it is Saved?
Definition Authored configuration as a plain record. Validate() returns problems; Create() builds a component. No
Resource The Godot inspector's editable wrapper around a Definition. [Export]s and a ToDefinition(). No
Snapshot Runtime state. Yes, and only this

Configuration is never written to a save file. That is what lets a designer rebalance a curve or widen a chest and have it take effect on saves that already exist, instead of being overwritten by them.

Persistence

var session = new SaveSession(new FileSystemSaveStore("saves"), gameVersion: "1.0.0");

session.Register(SaveParticipants.ForDamageable("player", damageable));
session.Register(SaveParticipants.ForInventory("player.bag", bag));

session.Save("slot1");
session.Load("slot1");

Save merges over what is already in the slot rather than replacing it, so saving while only one scene is loaded does not wipe every other scene's state. Restoring writes models directly and fires no domain events: loading a dead boss raises no OnDied, loading level 12 raises no eleven level-ups.

The full contract — the JSON shape, the type-id table, the version-mismatch rules and the config-drift table — is in docs/save-format.md.

Godot

Add addons/noodloft.components/ to your project and enable the plugin. That registers the SaveManager autoload; the nodes and resources appear in Create New Node and Create New Resource as soon as the project builds.

Drop a node in, point it at a .tres, give it a Save Id, and it is saved:

GetNode<SaveManager>("/root/SaveManager").Save("slot1");

Nodes are gated hard on processing. SetProcess(false) is the normal state — a ready cooldown, a damageable out of invulnerability frames, an idle interactable — so a level full of components costs nothing. At 64 actors an idle frame measures 4.8 µs and 0 B allocated.

Why the addon ships as source

Godot registers C# types as scripts keyed by a res:// path, stamped at compile time by Godot.SourceGenerators. A [GlobalClass] compiled into a referenced DLL has no such path in the consuming project, so it cannot be attached to a node in the editor and a .tres cannot name it. The node and resource types therefore ship as source; the engine-independent logic they call stays in the compiled libraries.

Shipping source also removes GodotSharp version skew: the consumer compiles against their own engine's bindings.

Build

dotnet build Noodloft.Components.slnx -c Release   # must stay at zero warnings
dotnet test  Noodloft.Components.slnx
dotnet run -c Release --project benchmarks/Noodloft.Components.Benchmarks -- --filter '*FrameLoop*' --job short

Analyzers run at latest-recommended with EnforceCodeStyleInBuild, so the IDE and the command line agree on what counts as a warning. Nothing is suppressed in src/; the few suppressions that exist are scoped to a test or benchmark csproj with a written reason.

Releases

Tagging is what publishes. A vX.Y.Z tag is the version — the workflow refuses a tag that is not a semantic version, and refuses one with no matching section in CHANGELOG.md. That section becomes both the package's release notes and the body of the Gitea release, so the three can never disagree.

Below 0.1.0 every tag carries -alpha and the API is explicitly unstable.

Product Compatible and additional computed target framework versions.
.NET net10.0 is compatible.  net10.0-android was computed.  net10.0-browser was computed.  net10.0-ios was computed.  net10.0-maccatalyst was computed.  net10.0-macos was computed.  net10.0-tvos was computed.  net10.0-windows was computed. 
Compatible target framework(s)
Included target framework(s) (in package)
Learn more about Target Frameworks and .NET Standard.
  • net10.0

    • No dependencies.

NuGet packages (4)

Showing the top 4 NuGet packages that depend on Noodloft.Components:

Package Downloads
Noodloft.Components.Games

Engine-agnostic gameplay components: health, damage with typed resistances, modifiable attributes, experience and levelling, authoritative socketed item assemblies, source-aware gameplay abilities, cooldowns, slot-based inventory, interaction, input buffering with rebindable controls and movement intent, and camera shake, orbit and follow damping. The rules live in pure evaluators that unit-test without an engine running. No dependencies.

Noodloft.Components.Persistence

Save and load for Noodloft components. Source-generated JSON, pluggable stores, per-entry versioning, and a merging save that does not wipe the state of scenes that are not loaded. Configuration is never written to disk, so rebalancing takes effect on existing saves.

Noodloft.Components.Games.Godot

Godot 4 glue for Noodloft components: logging, user:// save and encrypted token storage, and the WebSocket relay MultiplayerPeer used by server-authoritative games. The nodes and resources are NOT in this package. Godot keys C# script types to a res:// path, which a type inside a DLL does not have, so they ship as addon source instead.

Noodloft.Components.Games.Godot.Arch

Runs the Arch entity component system inside Godot 4: a composable runtime driven from _Process and _PhysicsProcess, a two-way map between entities and nodes, and sync systems that write simulation results back onto the scene tree. Arch is a real archetype ECS — components are flat structs packed into contiguous chunks and walked linearly — so it is worth reaching for exactly when a scene has thousands of similar things and per-node scripts have stopped being affordable. It is not a replacement for nodes, and this package does not try to make it one.

GitHub repositories

This package is not used by any popular GitHub repositories.

Version Downloads Last Updated
0.2.0-beta.9 91 8/14/2026
0.2.0-beta.8 88 8/13/2026
0.2.0-beta.7 87 8/13/2026
0.2.0-beta.6 80 8/13/2026
0.2.0-beta.5 76 8/13/2026
0.2.0-beta.4 92 8/13/2026
0.2.0-beta.3 83 8/13/2026
0.2.0-beta.2 96 8/13/2026
0.2.0-beta.1 78 8/10/2026
0.1.0 158 8/8/2026
0.0.1-alpha9 140 8/5/2026
0.0.1-alpha8 132 8/5/2026
0.0.1-alpha7 144 8/5/2026
0.0.1-alpha6 134 8/5/2026
0.0.1-alpha5 132 8/5/2026
0.0.1-alpha4 115 8/4/2026
0.0.1-alpha3 118 8/4/2026
0.0.1-alpha2 128 8/3/2026
0.0.1-alpha11 144 8/6/2026
0.0.1-alpha10 134 8/6/2026
Loading failed

No gameplay code changed in this release. It is entirely about what a consumer of the packages gets.

### Added

- **SourceLink.** The `.snupkg` symbols now carry the commit and a URL to fetch each source file from,
 so stepping into the library from a consuming game lands in real source. Without it a symbol package
 is line numbers into files nobody can retrieve: the debugger knows the exception came from
 `InventoryModel.cs:212` and cannot show line 212. Gitea ships no default host list, so the instance
 is named explicitly via `SourceLinkGiteaHost` — omit that and SourceLink builds clean and produces
 nothing.
- **A build workflow** (`.gitea/workflows/build.yml`) running restore, build at `-warnaserror`, test
 and pack on every push and pull request to `master`. The zero-warning build was previously enforced
 only when someone cut a tag, which meant a warning introduced in one month was discovered by the
 person trying to release in another. The pack step is there for the failure class that only appears
 at pack time, such as declaring a readme without packing the file.

### Changed

- **`PackageReleaseNotes` is now this version's own section of this file**, extracted at pack time,
 rather than a link to `CHANGELOG.md` on `master`. A link resolves to whatever the changelog says
 when it is clicked, so an old package's notes would eventually describe a version it is not. The
 same section becomes the body of the Gitea release.
- **Extraction runs before the build**, so a tag with no matching changelog section fails the workflow
 in seconds rather than after the test run — which is what leads to notes written in a hurry to get a
 run green.
- `Noodloft.Components.Games`' package description and tags now mention input, which 0.0.1-alpha2
 added and they did not.

### Fixed

- The Gitea release body is composed in python rather than a shell heredoc. The changelog is full of
 backticked type names, and an unquoted heredoc runs what is inside backticks as commands.