M4: Tactical render + unified seamless-zoom WorldView

Implements the seamless-zoom contract from CLAUDE.md: one Camera2D
covers both world-map and tactical scales; layers fade in/out at zoom
thresholds; polyline widths and the player marker counter-scale with
zoom so on-screen sizing stays consistent across the full range.

Layers (bottom-up in WorldView):
  Biome sprite     — 256x256 ImageTexture scaled by WORLD_TILE_PIXELS;
                     always visible (acts as backdrop past the tactical
                     streaming radius).
  TacticalChunks   — TacticalChunkNode children added on chunk-loaded
                     event; visible only when zoom ≥ 4.
  Polylines/Bridge — Line2D children; always visible. Width recomputed
                     each frame as baseScreenPx / camera.Zoom so the
                     on-screen stroke is constant (4 px highway, 3 px
                     post road, 2 px dirt road, 4.5/3/2 for major-river/
                     river/stream, 4/2 for rail tie/line, 6 for bridge).
  Settlements      — SettlementDot children; hidden when zoom ≥ 2 (you
                     are visually "inside" them at tactical scale).
  PlayerMarker     — Always visible; Scale = 1/zoom keeps it at
                     PLAYER_MARKER_SCREEN_PX on-screen across all zooms.

TacticalAtlas:
  Loads PNGs from Content/Gfx/tactical/{surface,deco}/ via ContentLoader
  with name_0.png/name_1.png/... variant probing (silent miss). Falls
  back to procedurally-generated solid placeholders matching MonoGame's
  TacticalAtlas colour table so missing art doesn't break rendering.

TacticalChunkNode:
  One Node2D per cached chunk, positioned at (OriginX, OriginY) in
  world-pixel space. _Draw iterates the 64x64 tile grid once and Godot
  caches the rasterised CanvasItem; subsequent frames blit instead of
  re-issuing 4096 DrawTextureRect calls.

ChunkStreamer integration:
  WorldView listens to OnChunkLoaded / OnChunkEvicting and adds /
  removes TacticalChunkNode children. Streaming radius is computed
  dynamically from the viewport size and camera zoom plus a 2-tile
  buffer, so chunk loads always cover the visible viewport with margin.
  Chunks only stream when zoom ≥ 4 (tactical is visible).

Main.cs:
  --world-map [seed]            → WorldView, fit-to-viewport zoom
  --tactical  [seed] [tx] [ty]  → WorldView, zoom 32 at given tile
  Both flags converge on the same scene; mouse wheel transitions
  seamlessly between modes.

ContentLoader silent miss:
  Removed the "Missing texture" PrintErr — atlas variant probing
  legitimately tries name_3.png that doesn't exist, and the noise
  drowned the console. Genuine asset failures still surface via
  AssetTest's count summary.

Deleted (replaced by WorldView):
  Theriapolis.Godot/Rendering/WorldMapView.cs
  Theriapolis.Godot/Rendering/TacticalView.cs (created earlier in M4,
  never committed — superseded before commit).

Closes M4 of theriapolis-rpg-implementation-plan-godot-port.md.
Next: M5 (codex design system).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
Christopher Wiebe
2026-05-01 20:08:14 -07:00
parent f57ea0b70c
commit 42d66c00c3
6 changed files with 702 additions and 304 deletions
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using Godot;
using System;
using System.Collections.Generic;
using Theriapolis.Core.Tactical;
using Theriapolis.GodotHost.Platform;
namespace Theriapolis.GodotHost.Rendering;
/// <summary>
/// Loads and caches PNG textures for every TacticalSurface and TacticalDeco
/// value, with optional per-variant alternates (name_0.png, name_1.png, ...).
/// Falls back to a procedurally generated solid-colour image when no art is
/// on disk so the renderer always has something to draw.
///
/// Mirrors Theriapolis.Game/Rendering/TacticalAtlas.cs lookup contract.
/// PNGs are loaded via ContentLoader, which caches at the file level — this
/// class just adds the per-enum dispatch and variant arrays.
/// </summary>
public static class TacticalAtlas
{
private static readonly Dictionary<TacticalSurface, Texture2D[]> _surfaces = new();
private static readonly Dictionary<TacticalDeco, Texture2D[]> _decos = new();
private static bool _loaded;
public static void EnsureLoaded()
{
if (_loaded) return;
_loaded = true;
foreach (TacticalSurface s in Enum.GetValues<TacticalSurface>())
_surfaces[s] = LoadVariants("surface", s.ToString().ToLowerInvariant(), () => SurfacePlaceholder(s));
foreach (TacticalDeco d in Enum.GetValues<TacticalDeco>())
{
if (d == TacticalDeco.None) continue;
_decos[d] = LoadVariants("deco", d.ToString().ToLowerInvariant(), () => DecoPlaceholder(d));
}
}
public static Texture2D GetSurface(TacticalSurface s, byte variant)
{
EnsureLoaded();
if (!_surfaces.TryGetValue(s, out var arr) || arr.Length == 0)
arr = _surfaces[TacticalSurface.None];
return arr[variant % arr.Length];
}
public static Texture2D? GetDeco(TacticalDeco d, byte variant)
{
EnsureLoaded();
if (d == TacticalDeco.None) return null;
if (!_decos.TryGetValue(d, out var arr) || arr.Length == 0) return null;
return arr[variant % arr.Length];
}
private static Texture2D[] LoadVariants(string subdir, string name, Func<Texture2D> placeholder)
{
var found = new List<Texture2D>();
// Variant suffix files first: name_0.png, name_1.png, ...
for (int i = 0; ; i++)
{
var tex = ContentLoader.LoadGfx($"tactical/{subdir}/{name}_{i}.png");
if (tex is null) break;
found.Add(tex);
}
// Fallback to a single name.png if no _N variants exist.
if (found.Count == 0)
{
var tex = ContentLoader.LoadGfx($"tactical/{subdir}/{name}.png");
if (tex is not null) found.Add(tex);
}
if (found.Count == 0) found.Add(placeholder());
return found.ToArray();
}
private static Texture2D SurfacePlaceholder(TacticalSurface s) =>
SolidTexture(SurfaceColor(s), Theriapolis.Core.C.TACTICAL_TILE_SPRITE_PX);
private static Texture2D DecoPlaceholder(TacticalDeco d)
{
var (color, fillFraction) = DecoStyle(d);
int px = Theriapolis.Core.C.TACTICAL_TILE_SPRITE_PX;
var image = Image.CreateEmpty(px, px, false, Image.Format.Rgba8);
float cx = (px - 1) * 0.5f;
float r = px * 0.5f * fillFraction;
for (int y = 0; y < px; y++)
{
for (int x = 0; x < px; x++)
{
float dx = x - cx, dy = y - cx;
image.SetPixel(x, y, (dx * dx + dy * dy) <= r * r ? color : new Color(0, 0, 0, 0));
}
}
return ImageTexture.CreateFromImage(image);
}
private static Texture2D SolidTexture(Color c, int size)
{
var image = Image.CreateEmpty(size, size, false, Image.Format.Rgba8);
image.Fill(c);
return ImageTexture.CreateFromImage(image);
}
// Mirrors Theriapolis.Game/Rendering/TacticalAtlas.SurfaceColor for placeholder parity.
private static Color SurfaceColor(TacticalSurface s) => s switch
{
TacticalSurface.DeepWater => ColorByte(20, 60, 130),
TacticalSurface.ShallowWater => ColorByte(60, 120, 180),
TacticalSurface.Marsh => ColorByte(70, 100, 80),
TacticalSurface.Mud => ColorByte(100, 80, 60),
TacticalSurface.Sand => ColorByte(220, 200, 150),
TacticalSurface.Snow => ColorByte(230, 235, 240),
TacticalSurface.Rock => ColorByte(120, 115, 110),
TacticalSurface.Cobble => ColorByte(170, 150, 120),
TacticalSurface.Gravel => ColorByte(150, 140, 110),
TacticalSurface.Wall => ColorByte(60, 55, 50),
TacticalSurface.Floor => ColorByte(180, 160, 130),
TacticalSurface.Dirt => ColorByte(120, 95, 60),
TacticalSurface.TroddenDirt => ColorByte(140, 110, 70),
TacticalSurface.TallGrass => ColorByte(80, 140, 60),
TacticalSurface.Grass => ColorByte(110, 160, 70),
TacticalSurface.DungeonFloor => ColorByte(110, 90, 70),
TacticalSurface.DungeonRubble=> ColorByte(80, 70, 60),
TacticalSurface.DungeonTile => ColorByte(140, 130, 110),
TacticalSurface.Cave => ColorByte(70, 60, 55),
TacticalSurface.MineFloor => ColorByte(95, 85, 70),
_ => ColorByte(255, 0, 255),
};
private static (Color color, float fillFraction) DecoStyle(TacticalDeco d) => d switch
{
TacticalDeco.Tree => (ColorByte(20, 80, 30), 0.85f),
TacticalDeco.Bush => (ColorByte(70, 110, 50), 0.55f),
TacticalDeco.Boulder => (ColorByte(110, 100, 90), 0.65f),
TacticalDeco.Rock => (ColorByte(140, 130, 110), 0.35f),
TacticalDeco.Flower => (ColorByte(220, 180, 210), 0.25f),
TacticalDeco.Crop => (ColorByte(180, 160, 60), 0.40f),
TacticalDeco.Reed => (ColorByte(120, 140, 60), 0.40f),
TacticalDeco.Snag => (ColorByte(80, 60, 40), 0.45f),
_ => (ColorByte(255, 0, 255), 0.5f),
};
private static Color ColorByte(byte r, byte g, byte b) => new(r / 255f, g / 255f, b / 255f);
}
@@ -0,0 +1,57 @@
using Godot;
using Theriapolis.Core;
using Theriapolis.Core.Tactical;
namespace Theriapolis.GodotHost.Rendering;
/// <summary>
/// One Node2D per tactical chunk. Positioned at (chunk.OriginX, chunk.OriginY)
/// in world-pixel space; renders all CHUNK_SIZE x CHUNK_SIZE tiles via _Draw.
///
/// Godot caches CanvasItem _Draw output, so _Draw runs once on first paint
/// and the rasterised result is reused every frame thereafter. We only call
/// QueueRedraw() if the chunk's delta changes (M4 doesn't yet — chunks are
/// static once generated).
///
/// Each tactical tile is 1 world pixel wide; the source sprite is
/// TACTICAL_TILE_SPRITE_PX² and gets squashed into that 1×1 cell via
/// DrawTextureRect's destination rect. The camera's zoom (32x for tactical
/// view) magnifies the rasterisation back to native sprite resolution.
/// </summary>
public partial class TacticalChunkNode : Node2D
{
private TacticalChunk? _chunk;
public void Bind(TacticalChunk chunk)
{
_chunk = chunk;
Position = new Vector2(chunk.OriginX, chunk.OriginY);
QueueRedraw();
}
public override void _Draw()
{
if (_chunk is null) return;
int size = C.TACTICAL_CHUNK_SIZE;
// Pass 1: surfaces.
for (int ly = 0; ly < size; ly++)
for (int lx = 0; lx < size; lx++)
{
ref var t = ref _chunk.Tiles[lx, ly];
var tex = TacticalAtlas.GetSurface(t.Surface, t.Variant);
DrawTextureRect(tex, new Rect2(lx, ly, 1, 1), false);
}
// Pass 2: decos on top.
for (int ly = 0; ly < size; ly++)
for (int lx = 0; lx < size; lx++)
{
ref var t = ref _chunk.Tiles[lx, ly];
var tex = TacticalAtlas.GetDeco(t.Deco, t.Variant);
if (tex is null) continue;
DrawTextureRect(tex, new Rect2(lx, ly, 1, 1), false);
}
}
}
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using Godot;
using System.IO;
using System.Linq;
using Theriapolis.Core;
using Theriapolis.Core.Util;
using Theriapolis.Core.World;
using Theriapolis.Core.World.Generation;
using Theriapolis.Core.World.Polylines;
using Theriapolis.GodotHost.Platform;
namespace Theriapolis.GodotHost.Rendering;
/// <summary>
/// M2 world-map view. Runs the full worldgen pipeline for a seed and
/// renders it: biome tiles as a scaled ImageTexture sprite, polylines
/// (rivers/roads/rails) as Line2D children, settlements + bridges as
/// dot markers. Camera fits the whole world on first frame and supports
/// pan + zoom.
///
/// The visual diff target is
/// <c>dotnet run --project Theriapolis.Tools -- worldgen-dump --seed N</c>:
/// same biome colours, same polyline topology and classification colours.
/// Widths are tuned for visibility at world-map zoom (one tile ≈ 1 screen
/// pixel) — they become chunky at tactical zoom, which M4 will fix with
/// zoom-aware width scaling.
/// </summary>
public partial class WorldMapView : Node2D
{
private readonly ulong _seed;
// Polyline colours mirror Theriapolis.Game/Rendering/LineFeatureRenderer.cs
// and Theriapolis.Tools/Commands/WorldgenDump.cs (the PNG visual-diff target).
private static readonly Color RiverMajorColour = ColorByte(40, 100, 200);
private static readonly Color RiverColour = ColorByte(60, 120, 200);
private static readonly Color StreamColour = ColorByte(100, 150, 220);
private static readonly Color HighwayColour = ColorByte(210, 180, 80);
private static readonly Color PostRoadColour = ColorByte(180, 155, 70);
private static readonly Color DirtRoadColour = ColorByte(150, 130, 90);
private static readonly Color RailColour = ColorByte(80, 65, 50);
private static readonly Color BridgeColour = ColorByte(160, 140, 100);
// Line widths in world-pixel space, tuned for visibility at world-map
// zoom. WORLD_TILE_PIXELS is 32, so a 32-px line is "1 tile thick".
private const float RiverMajorWidth = 48f;
private const float RiverWidth = 32f;
private const float StreamWidth = 20f;
private const float HighwayWidth = 32f;
private const float PostRoadWidth = 24f;
private const float DirtRoadWidth = 16f;
private const float RailTieWidth = 32f;
private const float RailLineWidth = 14f;
public WorldMapView(ulong seed) => _seed = seed;
public override void _Ready()
{
string dataDir = ContentPaths.DataDir;
if (!Directory.Exists(dataDir))
{
GD.PrintErr($"[world-map] Data directory not found: {dataDir}");
return;
}
GD.Print($"[world-map] seed=0x{_seed:X} data-dir={dataDir}");
var ctx = new WorldGenContext(_seed, dataDir);
WorldGenerator.RunAll(ctx);
var world = ctx.World;
GD.Print($"[world-map] worldgen done — rivers={world.Rivers.Count} " +
$"roads={world.Roads.Count} rails={world.Rails.Count} " +
$"settlements={world.Settlements.Count} bridges={world.Bridges.Count}");
BuildTileSprite(world);
BuildPolylines(world);
BuildBridges(world);
BuildSettlements(world);
AddCamera();
}
private void BuildTileSprite(WorldState world)
{
int W = C.WORLD_WIDTH_TILES;
int H = C.WORLD_HEIGHT_TILES;
// Build biome -> Color map from the loaded BiomeDef[]. Mirrors
// WorldgenDump.BuildColorMap so the PNG and the Godot view share
// the exact same palette source.
var palette = new Color[(int)BiomeId.Mangrove + 1];
foreach (var def in world.BiomeDefs!)
{
var (r, g, b) = def.ParsedColor();
int id = (int)ParseBiomeId(def.Id);
if (id >= 0 && id < palette.Length) palette[id] = ColorByte(r, g, b);
}
var image = Image.CreateEmpty(W, H, false, Image.Format.Rgb8);
for (int y = 0; y < H; y++)
{
for (int x = 0; x < W; x++)
{
int id = (int)world.Tiles[x, y].Biome;
Color c = (id >= 0 && id < palette.Length && palette[id].A > 0f)
? palette[id]
: ColorByte(255, 0, 255); // magenta for any unmapped biome
image.SetPixel(x, y, c);
}
}
var tex = ImageTexture.CreateFromImage(image);
var sprite = new Sprite2D
{
Texture = tex,
Centered = false,
// Scale so 1 image pixel = WORLD_TILE_PIXELS world pixels,
// matching the polyline coordinate space.
Scale = new Vector2(C.WORLD_TILE_PIXELS, C.WORLD_TILE_PIXELS),
TextureFilter = TextureFilterEnum.Nearest,
};
AddChild(sprite);
}
private void BuildPolylines(WorldState world)
{
var polylineLayer = new Node2D { Name = "Polylines" };
AddChild(polylineLayer);
// Draw order: roads (smaller first) → rivers → rail. Rail on top
// mirrors LineFeatureRenderer's order so junctions look the same.
foreach (var road in world.Roads.OrderBy(RoadDrawRank))
{
var (color, width) = road.RoadClassification switch
{
RoadType.Highway => (HighwayColour, HighwayWidth),
RoadType.PostRoad => (PostRoadColour, PostRoadWidth),
_ => (DirtRoadColour, DirtRoadWidth),
};
polylineLayer.AddChild(MakeLine(road.Points, color, width));
}
foreach (var river in world.Rivers)
{
var (color, baseWidth) = river.RiverClassification switch
{
RiverClass.MajorRiver => (RiverMajorColour, RiverMajorWidth),
RiverClass.River => (RiverColour, RiverWidth),
_ => (StreamColour, StreamWidth),
};
float flowScale = 1f + (river.FlowAccumulation / (float)C.RIVER_MAJOR_THRESHOLD) * 0.3f;
float width = Mathf.Min(baseWidth * flowScale, RiverMajorWidth * 1.5f);
polylineLayer.AddChild(MakeLine(river.Points, color, width));
}
foreach (var rail in world.Rails)
{
// Tie underlay first, rail line on top. Same two-pass approach
// LineFeatureRenderer.DrawRail uses.
polylineLayer.AddChild(MakeLine(rail.Points, ColorByte(120, 100, 80), RailTieWidth));
polylineLayer.AddChild(MakeLine(rail.Points, RailColour, RailLineWidth));
}
}
private void BuildBridges(WorldState world)
{
if (world.Bridges.Count == 0) return;
var layer = new Node2D { Name = "Bridges" };
AddChild(layer);
foreach (var bridge in world.Bridges)
{
var line = new Line2D
{
Width = 56f, // wider than HighwayWidth so the deck visibly covers the road
DefaultColor = BridgeColour,
};
line.AddPoint(new Vector2(bridge.Start.X, bridge.Start.Y));
line.AddPoint(new Vector2(bridge.End.X, bridge.End.Y));
layer.AddChild(line);
}
}
private void BuildSettlements(WorldState world)
{
if (world.Settlements.Count == 0) return;
var layer = new Node2D { Name = "Settlements" };
AddChild(layer);
foreach (var s in world.Settlements)
{
// Radii are in tile units (matching WorldgenDump.cs DrawDot which
// works at 1 px/tile). Multiplied by WORLD_TILE_PIXELS to translate
// into the polyline coordinate space; the dots then scale naturally
// with the Camera2D zoom (1 tile-unit = WORLD_TILE_PIXELS world px,
// scales down to ~1 screen px at world-map zoom, up at tactical zoom).
var (colour, tileRadius) = s.Tier switch
{
1 => (ColorByte(255, 215, 0), 2.5f), // gold, capital
2 => (ColorByte(230, 230, 230), 1.8f),// white, city
3 => (ColorByte(150, 200, 255), 1.3f),// blue, town
4 => (ColorByte(200, 200, 200), 0.8f),// grey, village
_ => (ColorByte(200, 60, 60), 0.7f), // red, PoI
};
float radius = tileRadius * C.WORLD_TILE_PIXELS;
var dot = new SettlementDot
{
Position = new Vector2(
s.TileX * C.WORLD_TILE_PIXELS + C.WORLD_TILE_PIXELS * 0.5f,
s.TileY * C.WORLD_TILE_PIXELS + C.WORLD_TILE_PIXELS * 0.5f),
Radius = radius,
FillColor = colour,
};
layer.AddChild(dot);
}
}
private void AddCamera()
{
var worldSizeWorldPixels = new Vector2(
C.WORLD_WIDTH_TILES * C.WORLD_TILE_PIXELS,
C.WORLD_HEIGHT_TILES * C.WORLD_TILE_PIXELS);
Vector2 viewport = GetViewport().GetVisibleRect().Size;
float fitZoom = Mathf.Min(
viewport.X / worldSizeWorldPixels.X,
viewport.Y / worldSizeWorldPixels.Y) * 0.95f;
var camera = new PanZoomCamera
{
Position = worldSizeWorldPixels * 0.5f,
Zoom = new Vector2(fitZoom, fitZoom),
MinZoom = fitZoom * 0.5f,
MaxZoom = 4.0f,
};
AddChild(camera);
camera.MakeCurrent();
}
private static Line2D MakeLine(System.Collections.Generic.IReadOnlyList<Vec2> pts, Color color, float width)
{
var line = new Line2D
{
Width = width,
DefaultColor = color,
JointMode = Line2D.LineJointMode.Round,
BeginCapMode = Line2D.LineCapMode.Round,
EndCapMode = Line2D.LineCapMode.Round,
Antialiased = false,
};
for (int i = 0; i < pts.Count; i++)
line.AddPoint(new Vector2(pts[i].X, pts[i].Y));
return line;
}
private static int RoadDrawRank(Polyline r) => r.RoadClassification switch
{
RoadType.Footpath => 0,
RoadType.DirtRoad => 1,
RoadType.PostRoad => 2,
RoadType.Highway => 3,
_ => 1,
};
private static Color ColorByte(byte r, byte g, byte b) =>
new(r / 255f, g / 255f, b / 255f);
private static BiomeId ParseBiomeId(string id) => id.ToLowerInvariant() switch
{
"ocean" => BiomeId.Ocean,
"tundra" => BiomeId.Tundra,
"boreal" => BiomeId.Boreal,
"temperate_deciduous" => BiomeId.TemperateDeciduous,
"temperate_grassland" => BiomeId.TemperateGrassland,
"mountain_alpine" => BiomeId.MountainAlpine,
"mountain_forested" => BiomeId.MountainForested,
"subtropical_forest" => BiomeId.SubtropicalForest,
"wetland" => BiomeId.Wetland,
"coastal" => BiomeId.Coastal,
"river_valley" => BiomeId.RiverValley,
"scrubland" => BiomeId.Scrubland,
"desert_cold" => BiomeId.DesertCold,
"forest_edge" => BiomeId.ForestEdge,
"foothills" => BiomeId.Foothills,
"marsh_edge" => BiomeId.MarshEdge,
"beach" => BiomeId.Beach,
"cliff" => BiomeId.Cliff,
"tidal_flat" => BiomeId.TidalFlat,
"mangrove" => BiomeId.Mangrove,
_ => BiomeId.TemperateGrassland,
};
}
/// <summary>
/// Filled circle used as a settlement marker on the world map.
/// </summary>
public partial class SettlementDot : Node2D
{
public float Radius { get; set; } = 8f;
public Color FillColor { get; set; } = Colors.White;
public override void _Draw() =>
DrawCircle(Vector2.Zero, Radius, FillColor);
}
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using Godot;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using Theriapolis.Core;
using Theriapolis.Core.Tactical;
using Theriapolis.Core.Util;
using Theriapolis.Core.World;
using Theriapolis.Core.World.Generation;
using Theriapolis.Core.World.Polylines;
using Theriapolis.GodotHost.Platform;
namespace Theriapolis.GodotHost.Rendering;
/// <summary>
/// Unified seamless-zoom view (CLAUDE.md "Seamless Zoom Model"). One scene
/// covers world-map and tactical scales; layers fade in/out at zoom
/// thresholds. Polyline widths and the player marker counter-scale with
/// zoom so they stay visually consistent across the full range.
///
/// Layers, bottom-up:
/// BiomeLayer — 256x256 biome image, scaled by WORLD_TILE_PIXELS;
/// always visible. Acts as the backdrop past the
/// tactical streaming radius.
/// TacticalChunks — TacticalChunkNode children added on chunk load;
/// visible only when zoom &gt; TacticalRenderZoomMin.
/// Polylines/Bridges — Line2D children; always visible. Widths counter-
/// scaled per frame.
/// Settlements — SettlementDot children; visible only when zoom
/// &lt; SettlementHideZoom.
/// Player — Always visible; counter-scaled.
///
/// Camera follows the player at all zooms; right-drag temporarily pans
/// (PanZoomCamera handles drag input).
/// </summary>
public partial class WorldView : Node2D
{
private readonly ulong _seed;
private readonly int _startWorldTileX;
private readonly int _startWorldTileY;
private readonly float _initialZoom;
// Zoom thresholds, in Camera2D zoom units (1.0 = 1 world px per screen px,
// 32.0 = sprite-native tactical view, ~0.07 = world fits 1080p).
private const float TacticalRenderZoomMin = 4.0f;
private const float SettlementHideZoom = 2.0f;
private const float StreamRadiusZoomMin = 4.0f;
// World-pixel movement speed. 32 wp = 1 world tile, so 96 = ~3 tiles/sec.
private const float MoveSpeedWorldPx = 96f;
private const int StreamingBufferWorldTiles = 2;
// Polyline base widths in *screen* pixels (counter-scaled to world space
// per frame). Mirrors the differentiation in LineFeatureRenderer.cs.
private const float HighwayScreenPx = 4f;
private const float PostRoadScreenPx = 3f;
private const float DirtRoadScreenPx = 2f;
private const float RiverMajorScreenPx = 4.5f;
private const float RiverScreenPx = 3f;
private const float StreamScreenPx = 2f;
private const float RailTieScreenPx = 4f;
private const float RailLineScreenPx = 2f;
private const float BridgeScreenPx = 6f;
// Polyline colours mirror LineFeatureRenderer.cs / WorldgenDump.cs.
private static readonly Color RiverMajorColour = ColorByte(40, 100, 200);
private static readonly Color RiverColour = ColorByte(60, 120, 200);
private static readonly Color StreamColour = ColorByte(100, 150, 220);
private static readonly Color HighwayColour = ColorByte(210, 180, 80);
private static readonly Color PostRoadColour = ColorByte(180, 155, 70);
private static readonly Color DirtRoadColour = ColorByte(150, 130, 90);
private static readonly Color RailTieColour = ColorByte(120, 100, 80);
private static readonly Color RailColour = ColorByte(80, 65, 50);
private static readonly Color BridgeColour = ColorByte(160, 140, 100);
private ChunkStreamer? _streamer;
private Vec2 _playerPos;
private PanZoomCamera? _camera;
private Node2D? _tacticalLayer;
private Node2D? _polylineLayer;
private Node2D? _bridgeLayer;
private Node2D? _settlementLayer;
private PlayerMarker? _playerMarker;
private readonly Dictionary<ChunkCoord, TacticalChunkNode> _chunkNodes = new();
private readonly List<(Line2D line, float baseScreenWidth)> _scaledLines = new();
public WorldView(ulong seed, int startWorldTileX = 128, int startWorldTileY = 128, float initialZoom = 0f)
{
_seed = seed;
_startWorldTileX = startWorldTileX;
_startWorldTileY = startWorldTileY;
_initialZoom = initialZoom; // 0 = compute fit-to-viewport
}
public override void _Ready()
{
string dataDir = ContentPaths.DataDir;
if (!Directory.Exists(dataDir))
{
GD.PrintErr($"[world] Data directory not found: {dataDir}");
return;
}
GD.Print($"[world] seed=0x{_seed:X} start-tile=({_startWorldTileX},{_startWorldTileY})");
var ctx = new WorldGenContext(_seed, dataDir);
WorldGenerator.RunAll(ctx);
var world = ctx.World;
GD.Print($"[world] worldgen done — rivers={world.Rivers.Count} " +
$"roads={world.Roads.Count} rails={world.Rails.Count} " +
$"settlements={world.Settlements.Count} bridges={world.Bridges.Count}");
_streamer = new ChunkStreamer(_seed, world, new InMemoryChunkDeltaStore());
_streamer.OnChunkLoaded += AddChunkNode;
_streamer.OnChunkEvicting += RemoveChunkNode;
TacticalAtlas.EnsureLoaded();
BuildBiomeSprite(world);
_tacticalLayer = AddNamedLayer("TacticalChunks");
BuildPolylines(world);
BuildBridges(world);
BuildSettlements(world);
_playerPos = new Vec2(
_startWorldTileX * C.WORLD_TILE_PIXELS + C.WORLD_TILE_PIXELS * 0.5f,
_startWorldTileY * C.WORLD_TILE_PIXELS + C.WORLD_TILE_PIXELS * 0.5f);
_playerMarker = new PlayerMarker { Position = new Vector2(_playerPos.X, _playerPos.Y) };
AddChild(_playerMarker);
AddCamera();
UpdateLayerVisibility();
StreamIfTactical();
}
public override void _Process(double delta)
{
if (_camera is null || _playerMarker is null) return;
Vector2 dir = Vector2.Zero;
if (Input.IsKeyPressed(Key.W) || Input.IsKeyPressed(Key.Up)) dir.Y -= 1;
if (Input.IsKeyPressed(Key.S) || Input.IsKeyPressed(Key.Down)) dir.Y += 1;
if (Input.IsKeyPressed(Key.A) || Input.IsKeyPressed(Key.Left)) dir.X -= 1;
if (Input.IsKeyPressed(Key.D) || Input.IsKeyPressed(Key.Right)) dir.X += 1;
if (dir != Vector2.Zero)
{
dir = dir.Normalized();
float step = MoveSpeedWorldPx * (float)delta;
_playerPos = new Vec2(_playerPos.X + dir.X * step, _playerPos.Y + dir.Y * step);
float maxX = C.WORLD_WIDTH_TILES * C.WORLD_TILE_PIXELS - 1f;
float maxY = C.WORLD_HEIGHT_TILES * C.WORLD_TILE_PIXELS - 1f;
_playerPos = new Vec2(
Mathf.Clamp(_playerPos.X, 0f, maxX),
Mathf.Clamp(_playerPos.Y, 0f, maxY));
StreamIfTactical();
}
var pos = new Vector2(_playerPos.X, _playerPos.Y);
_playerMarker.Position = pos;
_camera.Position = pos;
UpdateLayerVisibility();
UpdateZoomScaledNodes();
}
// ──────────────────────────────────────────────────────────────────────
// Layer construction
private void BuildBiomeSprite(WorldState world)
{
int W = C.WORLD_WIDTH_TILES;
int H = C.WORLD_HEIGHT_TILES;
var palette = new Color[(int)BiomeId.Mangrove + 1];
foreach (var def in world.BiomeDefs!)
{
var (r, g, b) = def.ParsedColor();
int id = (int)ParseBiomeId(def.Id);
if (id >= 0 && id < palette.Length) palette[id] = ColorByte(r, g, b);
}
var image = Image.CreateEmpty(W, H, false, Image.Format.Rgb8);
for (int y = 0; y < H; y++)
for (int x = 0; x < W; x++)
{
int id = (int)world.Tiles[x, y].Biome;
Color c = (id >= 0 && id < palette.Length && palette[id].A > 0f)
? palette[id]
: ColorByte(255, 0, 255);
image.SetPixel(x, y, c);
}
var sprite = new Sprite2D
{
Texture = ImageTexture.CreateFromImage(image),
Centered = false,
Scale = new Vector2(C.WORLD_TILE_PIXELS, C.WORLD_TILE_PIXELS),
TextureFilter = TextureFilterEnum.Nearest,
Name = "Biome",
};
AddChild(sprite);
}
private Node2D AddNamedLayer(string name)
{
var n = new Node2D { Name = name };
AddChild(n);
return n;
}
private void BuildPolylines(WorldState world)
{
_polylineLayer = AddNamedLayer("Polylines");
foreach (var road in world.Roads.OrderBy(RoadDrawRank))
{
var (color, screenPx) = road.RoadClassification switch
{
RoadType.Highway => (HighwayColour, HighwayScreenPx),
RoadType.PostRoad => (PostRoadColour, PostRoadScreenPx),
_ => (DirtRoadColour, DirtRoadScreenPx),
};
AddScaledLine(_polylineLayer, road.Points, color, screenPx);
}
foreach (var river in world.Rivers)
{
var (color, screenPx) = river.RiverClassification switch
{
RiverClass.MajorRiver => (RiverMajorColour, RiverMajorScreenPx),
RiverClass.River => (RiverColour, RiverScreenPx),
_ => (StreamColour, StreamScreenPx),
};
float flowScale = 1f + (river.FlowAccumulation / (float)C.RIVER_MAJOR_THRESHOLD) * 0.3f;
AddScaledLine(_polylineLayer, river.Points, color,
Mathf.Min(screenPx * flowScale, RiverMajorScreenPx * 1.5f));
}
foreach (var rail in world.Rails)
{
AddScaledLine(_polylineLayer, rail.Points, RailTieColour, RailTieScreenPx);
AddScaledLine(_polylineLayer, rail.Points, RailColour, RailLineScreenPx);
}
}
private void BuildBridges(WorldState world)
{
if (world.Bridges.Count == 0) return;
_bridgeLayer = AddNamedLayer("Bridges");
foreach (var bridge in world.Bridges)
{
var line = new Line2D
{
DefaultColor = BridgeColour,
JointMode = Line2D.LineJointMode.Round,
};
line.AddPoint(new Vector2(bridge.Start.X, bridge.Start.Y));
line.AddPoint(new Vector2(bridge.End.X, bridge.End.Y));
_bridgeLayer.AddChild(line);
_scaledLines.Add((line, BridgeScreenPx));
}
}
private void BuildSettlements(WorldState world)
{
if (world.Settlements.Count == 0) return;
_settlementLayer = AddNamedLayer("Settlements");
foreach (var s in world.Settlements)
{
var (colour, tileRadius) = s.Tier switch
{
1 => (ColorByte(255, 215, 0), 2.5f),
2 => (ColorByte(230, 230, 230), 1.8f),
3 => (ColorByte(150, 200, 255), 1.3f),
4 => (ColorByte(200, 200, 200), 0.8f),
_ => (ColorByte(200, 60, 60), 0.7f),
};
float radius = tileRadius * C.WORLD_TILE_PIXELS;
var dot = new SettlementDot
{
Position = new Vector2(
s.TileX * C.WORLD_TILE_PIXELS + C.WORLD_TILE_PIXELS * 0.5f,
s.TileY * C.WORLD_TILE_PIXELS + C.WORLD_TILE_PIXELS * 0.5f),
Radius = radius,
FillColor = colour,
};
_settlementLayer.AddChild(dot);
}
}
private void AddScaledLine(Node2D parent, IReadOnlyList<Vec2> pts, Color colour, float screenPx)
{
var line = new Line2D
{
DefaultColor = colour,
JointMode = Line2D.LineJointMode.Round,
BeginCapMode = Line2D.LineCapMode.Round,
EndCapMode = Line2D.LineCapMode.Round,
Antialiased = false,
};
for (int i = 0; i < pts.Count; i++)
line.AddPoint(new Vector2(pts[i].X, pts[i].Y));
parent.AddChild(line);
_scaledLines.Add((line, screenPx));
}
private void AddCamera()
{
Vector2 viewport = GetViewport().GetVisibleRect().Size;
Vector2 worldSize = new(
C.WORLD_WIDTH_TILES * C.WORLD_TILE_PIXELS,
C.WORLD_HEIGHT_TILES * C.WORLD_TILE_PIXELS);
float fitZoom = Mathf.Min(viewport.X / worldSize.X, viewport.Y / worldSize.Y) * 0.95f;
float startZoom = _initialZoom > 0f ? _initialZoom : fitZoom;
_camera = new PanZoomCamera
{
Position = new Vector2(_playerPos.X, _playerPos.Y),
Zoom = new Vector2(startZoom, startZoom),
MinZoom = fitZoom * 0.5f,
MaxZoom = 64f,
};
AddChild(_camera);
_camera.MakeCurrent();
}
// ──────────────────────────────────────────────────────────────────────
// Per-frame updates
private void UpdateLayerVisibility()
{
if (_camera is null) return;
float zoom = _camera.Zoom.X;
if (_tacticalLayer is not null)
_tacticalLayer.Visible = zoom >= TacticalRenderZoomMin;
if (_settlementLayer is not null)
_settlementLayer.Visible = zoom < SettlementHideZoom;
}
private void UpdateZoomScaledNodes()
{
if (_camera is null) return;
float zoom = _camera.Zoom.X;
if (zoom <= 0f) return;
float invZoom = 1f / zoom;
foreach (var (line, baseScreenPx) in _scaledLines)
line.Width = baseScreenPx * invZoom;
if (_playerMarker is not null)
_playerMarker.Scale = new Vector2(invZoom, invZoom);
}
private void StreamIfTactical()
{
if (_streamer is null) return;
if (_camera is null || _camera.Zoom.X < StreamRadiusZoomMin)
{
// Optional: evict everything outside a small fallback set so we
// don't keep a stale tactical cache when zoomed out for a long
// time. Skipping for M4 — soft cap in the streamer handles it.
return;
}
Vector2 viewport = GetViewport().GetVisibleRect().Size;
float halfExtentWorldPx = Mathf.Max(viewport.X, viewport.Y) / _camera.Zoom.X * 0.5f;
int halfExtentTiles = Mathf.CeilToInt(halfExtentWorldPx / C.WORLD_TILE_PIXELS);
int radius = halfExtentTiles + StreamingBufferWorldTiles;
_streamer.EnsureLoadedAround(_playerPos, radius);
}
// ──────────────────────────────────────────────────────────────────────
// Chunk node lifecycle
private void AddChunkNode(TacticalChunk chunk)
{
if (_tacticalLayer is null) return;
if (_chunkNodes.ContainsKey(chunk.Coord)) return;
var node = new TacticalChunkNode { Name = $"Chunk{chunk.Coord.X}_{chunk.Coord.Y}" };
_tacticalLayer.AddChild(node);
node.Bind(chunk);
_chunkNodes[chunk.Coord] = node;
}
private void RemoveChunkNode(TacticalChunk chunk)
{
if (!_chunkNodes.TryGetValue(chunk.Coord, out var node)) return;
node.QueueFree();
_chunkNodes.Remove(chunk.Coord);
}
// ──────────────────────────────────────────────────────────────────────
// Helpers
private static int RoadDrawRank(Polyline r) => r.RoadClassification switch
{
RoadType.Footpath => 0,
RoadType.DirtRoad => 1,
RoadType.PostRoad => 2,
RoadType.Highway => 3,
_ => 1,
};
private static Color ColorByte(byte r, byte g, byte b) =>
new(r / 255f, g / 255f, b / 255f);
private static BiomeId ParseBiomeId(string id) => id.ToLowerInvariant() switch
{
"ocean" => BiomeId.Ocean,
"tundra" => BiomeId.Tundra,
"boreal" => BiomeId.Boreal,
"temperate_deciduous" => BiomeId.TemperateDeciduous,
"temperate_grassland" => BiomeId.TemperateGrassland,
"mountain_alpine" => BiomeId.MountainAlpine,
"mountain_forested" => BiomeId.MountainForested,
"subtropical_forest" => BiomeId.SubtropicalForest,
"wetland" => BiomeId.Wetland,
"coastal" => BiomeId.Coastal,
"river_valley" => BiomeId.RiverValley,
"scrubland" => BiomeId.Scrubland,
"desert_cold" => BiomeId.DesertCold,
"forest_edge" => BiomeId.ForestEdge,
"foothills" => BiomeId.Foothills,
"marsh_edge" => BiomeId.MarshEdge,
"beach" => BiomeId.Beach,
"cliff" => BiomeId.Cliff,
"tidal_flat" => BiomeId.TidalFlat,
"mangrove" => BiomeId.Mangrove,
_ => BiomeId.TemperateGrassland,
};
}
/// <summary>
/// Filled circle settlement marker on the world map. Sized in world-pixel
/// space (parent layer's visibility flag handles the world-vs-tactical
/// hide threshold).
/// </summary>
public partial class SettlementDot : Node2D
{
public float Radius { get; set; } = 8f;
public Color FillColor { get; set; } = Colors.White;
public override void _Draw() => DrawCircle(Vector2.Zero, Radius, FillColor);
}
/// <summary>
/// Player marker. Drawn at <see cref="C.PLAYER_MARKER_SCREEN_PX"/>/2 wp;
/// parent WorldView sets <see cref="Node2D.Scale"/> = 1/zoom every frame
/// so the on-screen size stays constant (~24 px radius / 48 px diameter,
/// matching MonoGame's PlayerSprite) across the seamless zoom range.
/// </summary>
public partial class PlayerMarker : Node2D
{
private const float RadiusWorldPx = C.PLAYER_MARKER_SCREEN_PX * 0.5f;
public override void _Draw()
{
DrawCircle(Vector2.Zero, RadiusWorldPx, new Color(0, 0, 0, 0.78f));
DrawCircle(Vector2.Zero, RadiusWorldPx * 0.85f, new Color(0.86f, 0.31f, 0.24f));
}
}