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TheriapolisV3/Theriapolis.Godot/Main.cs
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using Godot;
using Theriapolis.GodotHost.Platform;
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using Theriapolis.GodotHost.Rendering;
using Theriapolis.GodotHost.UI;
namespace Theriapolis.GodotHost;
public partial class Main : Node
{
public override void _Ready()
{
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// GetCmdlineArgs returns every arg (Godot's own flags + ours);
// GetCmdlineUserArgs only returns args after a "--" separator.
// Use the union so users don't have to remember the separator.
var userArgs = OS.GetCmdlineUserArgs();
var allArgs = OS.GetCmdlineArgs();
var args = new string[userArgs.Length + allArgs.Length];
userArgs.CopyTo(args, 0);
allArgs.CopyTo(args, userArgs.Length);
ulong? smokeTestSeed = null;
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ulong? worldMapSeed = null;
bool runAssetTest = false;
bool runCodexTest = false;
(ulong seed, int tx, int ty)? tacticalArgs = null;
for (int i = 0; i < args.Length; i++)
{
if (args[i] == "--codex-test")
{
runCodexTest = true;
break;
}
if (args[i] == "--smoke-test")
{
ulong seed = 12345UL;
if (i + 1 < args.Length && ulong.TryParse(args[i + 1], out var parsed))
seed = parsed;
smokeTestSeed = seed;
break;
}
if (args[i] == "--asset-test")
{
runAssetTest = true;
break;
}
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if (args[i] == "--world-map")
{
ulong seed = 12345UL;
if (i + 1 < args.Length && ulong.TryParse(args[i + 1], out var parsed))
seed = parsed;
worldMapSeed = seed;
break;
}
if (args[i] == "--tactical")
{
ulong seed = 12345UL;
int tx = 128, ty = 128;
if (i + 1 < args.Length && ulong.TryParse(args[i + 1], out var s))
seed = s;
if (i + 2 < args.Length && int.TryParse(args[i + 2], out var x))
tx = x;
if (i + 3 < args.Length && int.TryParse(args[i + 3], out var y))
ty = y;
tacticalArgs = (seed, tx, ty);
break;
}
}
if (smokeTestSeed.HasValue)
{
int code = SmokeTest.Run(smokeTestSeed.Value);
GetTree().Quit(code);
return;
}
if (runAssetTest)
{
int code = AssetTest.Run();
GetTree().Quit(code);
return;
}
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if (worldMapSeed.HasValue)
{
// M4: unified seamless-zoom view. --world-map starts zoomed out
// (fit-to-viewport, initialZoom=0 = compute fit), --tactical
// starts at native sprite zoom 32 with the player at the given
// tile. Wheel between them seamlessly.
foreach (Node child in GetChildren())
child.QueueFree();
AddChild(new WorldView(worldMapSeed.Value));
return;
}
if (tacticalArgs.HasValue)
{
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foreach (Node child in GetChildren())
child.QueueFree();
var (seed, tx, ty) = tacticalArgs.Value;
AddChild(new WorldView(seed, tx, ty, initialZoom: 32f));
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return;
}
if (runCodexTest)
{
foreach (Node child in GetChildren())
child.QueueFree();
AddChild(new KitchenSink());
return;
}
GD.Print("Theriapolis.Godot host ready (M0 hello-world).");
}
public override void _UnhandledInput(InputEvent @event)
{
if (@event.IsActionPressed("ui_toggle_fullscreen"))
{
var mode = DisplayServer.WindowGetMode();
DisplayServer.WindowSetMode(
mode == DisplayServer.WindowMode.Fullscreen
? DisplayServer.WindowMode.Windowed
: DisplayServer.WindowMode.Fullscreen);
}
}
}