M3: Asset pipeline — ContentPaths + ContentLoader + asset-test

Formalises Content/ access from the Godot host. Content lives at the
repo root (sibling of Theriapolis.Godot/), not duplicated under res://,
so the MonoGame branch and headless Tools keep reading from the same
single source of truth.

ContentPaths.cs:
  Static ContentRoot/DataDir/GfxDir resolved once via res:// walk-up
  and cached. Replaces two inline ResolveDataDir copies in SmokeTest
  and WorldMapView.

ContentLoader.cs:
  LoadGfx(relativePath) -> ImageTexture, cached by relative path.
  Bypasses the res:// import pipeline because Content/ lives outside
  the project — fine for static pixel-art assets at native size, and
  the project default texture filter is already Nearest. Cache is
  per-process, never evicted (full atlas <1 MB).

AssetTest.cs + Main.cs --asset-test flag:
  Smoke-tests the pipeline. Walks Content/Data and Content/Gfx,
  reports counts, attempts to load every PNG, prints per-subdir
  breakdown. Quits with non-zero on any failure.

Verified post-refactor (--asset-test):
  53 JSON files in Data, 50 PNG files in Gfx (8 tactical/deco +
  42 tactical/surface), 50/50 loaded, 0 failures.

Verified no regressions:
  --smoke-test (M1) still produces canonical FNV hashes.
  --world-map 12345 (M2) still produces 3 rivers / 91 roads /
  226 settlements / 0 rails / 0 bridges.

Scope note: plan mentioned "tile/NPC/CodexUI atlases — three
separate themes". Only tactical/ exists in Content/Gfx today; NPC
and CodexUI atlases never landed during MonoGame development. M3
ships what's actually present. ContentLoader.LoadGfx works for any
future sub-directories without changes.

Closes M3 of theriapolis-rpg-implementation-plan-godot-port.md.
Next: M4 (tactical render).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
Christopher Wiebe
2026-05-01 19:13:51 -07:00
parent 59784048cd
commit a23cf8bd97
6 changed files with 197 additions and 35 deletions
+2 -18
View File
@@ -2,6 +2,7 @@ using Godot;
using System.IO;
using System.Linq;
using Theriapolis.Core.World.Generation;
using Theriapolis.GodotHost.Platform;
namespace Theriapolis.GodotHost;
@@ -15,7 +16,7 @@ public static class SmokeTest
{
public static int Run(ulong seed)
{
string dataDir = ResolveDataDir();
string dataDir = ContentPaths.DataDir;
if (!Directory.Exists(dataDir))
{
GD.PrintErr($"[smoke-test] Data directory not found: {dataDir}");
@@ -39,21 +40,4 @@ public static class SmokeTest
GD.Print($"[smoke-test] {kv.Key,-32} = 0x{kv.Value:X16}");
return 0;
}
private static string ResolveDataDir()
{
string fromRes = ProjectSettings.GlobalizePath("res://../Content/Data");
if (Directory.Exists(fromRes)) return fromRes;
string? dir = ProjectSettings.GlobalizePath("res://").TrimEnd('/', '\\');
for (int i = 0; i < 6; i++)
{
if (string.IsNullOrEmpty(dir)) break;
string candidate = Path.Combine(dir, "Content", "Data");
if (Directory.Exists(candidate)) return candidate;
dir = Path.GetDirectoryName(dir);
}
return fromRes;
}
}