Initial commit: Theriapolis baseline at port/godot branch point
Captures the pre-Godot-port state of the codebase. This is the rollback anchor for the Godot port (M0 of theriapolis-rpg-implementation-plan-godot-port.md). All Phase 0 through Phase 6.5 work is included; Phase 7 is in flight. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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using SixLabors.ImageSharp;
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using SixLabors.ImageSharp.PixelFormats;
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using SixLabors.ImageSharp.Processing;
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using Theriapolis.Core;
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using Theriapolis.Core.Tactical;
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using Theriapolis.Core.World.Generation;
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namespace Theriapolis.Tools.Commands;
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/// <summary>
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/// tactical-dump --seed <n> --chunk cx,cy --out <file.png> [--data-dir <dir>]
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///
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/// Runs the full pipeline, then generates a single tactical chunk and exports
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/// it as a PNG. Used during M2 to eyeball biome ground variants, polyline
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/// burn-in, and settlement footprints without running the game.
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///
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/// Optional --grid 3 — render a 3x3 set of chunks centred on (cx, cy) and stitch
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/// them so chunk-boundary continuity is also visible.
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/// </summary>
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public static class TacticalDump
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{
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public static int Run(string[] args)
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{
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ulong seed = 12345;
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int cx = 0, cy = 0;
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int grid = 1;
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string outPath = "tactical.png";
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string dataDir = ResolveDataDir();
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for (int i = 0; i < args.Length; i++)
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{
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switch (args[i].ToLowerInvariant())
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{
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case "--seed":
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if (i + 1 < args.Length)
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{
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string raw = args[++i];
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seed = raw.StartsWith("0x", StringComparison.OrdinalIgnoreCase)
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? Convert.ToUInt64(raw[2..], 16)
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: ulong.Parse(raw);
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}
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break;
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case "--chunk":
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if (i + 1 < args.Length)
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{
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var parts = args[++i].Split(',');
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cx = int.Parse(parts[0]);
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cy = int.Parse(parts[1]);
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}
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break;
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case "--grid":
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if (i + 1 < args.Length) grid = int.Parse(args[++i]);
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break;
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case "--out":
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if (i + 1 < args.Length) outPath = args[++i];
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break;
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case "--data-dir":
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if (i + 1 < args.Length) dataDir = args[++i];
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break;
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}
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}
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Console.WriteLine($"[tactical-dump] seed=0x{seed:X} chunk=({cx},{cy}) grid={grid} out={outPath}");
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if (!Directory.Exists(dataDir))
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{
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Console.Error.WriteLine($"Data directory not found: {dataDir}");
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return 1;
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}
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var ctx = new WorldGenContext(seed, dataDir)
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{
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Log = msg => Console.WriteLine(msg),
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};
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WorldGenerator.RunAll(ctx);
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int side = C.TACTICAL_CHUNK_SIZE * grid;
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using var img = new Image<Rgba32>(side, side);
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for (int gy = 0; gy < grid; gy++)
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for (int gx = 0; gx < grid; gx++)
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{
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int ccx = cx + gx - grid / 2;
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int ccy = cy + gy - grid / 2;
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var chunk = TacticalChunkGen.Generate(seed, new ChunkCoord(ccx, ccy), ctx.World);
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int ox = gx * C.TACTICAL_CHUNK_SIZE;
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int oy = gy * C.TACTICAL_CHUNK_SIZE;
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BlitChunk(img, chunk, ox, oy);
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}
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img.SaveAsPng(outPath);
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Console.WriteLine($"[tactical-dump] wrote {outPath} ({side}x{side})");
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return 0;
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}
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private static void BlitChunk(Image<Rgba32> img, TacticalChunk chunk, int ox, int oy)
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{
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for (int ly = 0; ly < C.TACTICAL_CHUNK_SIZE; ly++)
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for (int lx = 0; lx < C.TACTICAL_CHUNK_SIZE; lx++)
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{
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ref var t = ref chunk.Tiles[lx, ly];
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img[ox + lx, oy + ly] = ColorFor(t);
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}
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}
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private static Rgba32 ColorFor(TacticalTile t)
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{
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// Decoration overrides surface for visual punch.
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if (t.Deco == TacticalDeco.Tree) return new Rgba32(20, 80, 30);
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if (t.Deco == TacticalDeco.Bush) return new Rgba32(70, 110, 50);
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if (t.Deco == TacticalDeco.Boulder) return new Rgba32(110,100, 90);
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if (t.Deco == TacticalDeco.Rock) return new Rgba32(140,130,110);
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if (t.Deco == TacticalDeco.Flower) return new Rgba32(220,180,210);
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return t.Surface switch
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{
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TacticalSurface.DeepWater => new Rgba32(20, 60, 130),
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TacticalSurface.ShallowWater => new Rgba32(60, 120, 180),
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TacticalSurface.Marsh => new Rgba32(70, 100, 80),
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TacticalSurface.Mud => new Rgba32(100, 80, 60),
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TacticalSurface.Sand => new Rgba32(220, 200, 150),
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TacticalSurface.Snow => new Rgba32(230, 235, 240),
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TacticalSurface.Rock => new Rgba32(120, 115, 110),
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TacticalSurface.Cobble => new Rgba32(170, 150, 120),
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TacticalSurface.Gravel => new Rgba32(150, 140, 110),
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TacticalSurface.Wall => new Rgba32(60, 55, 50),
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TacticalSurface.Floor => new Rgba32(180, 160, 130),
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TacticalSurface.Dirt => new Rgba32(120, 95, 60),
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TacticalSurface.TallGrass => new Rgba32(80, 140, 60),
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TacticalSurface.Grass => new Rgba32(110, 160, 70),
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_ => new Rgba32(255, 0, 255),
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};
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}
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private static string ResolveDataDir()
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{
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string local = Path.Combine(AppContext.BaseDirectory, "Data");
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if (Directory.Exists(local)) return local;
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string? dir = AppContext.BaseDirectory.TrimEnd(Path.DirectorySeparatorChar, Path.AltDirectorySeparatorChar);
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for (int i = 0; i < 6; i++)
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{
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if (dir is null) break;
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string candidate = Path.Combine(dir, "Content", "Data");
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if (Directory.Exists(candidate)) return candidate;
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dir = Path.GetDirectoryName(dir);
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}
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return local;
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}
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}
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