Commit Graph

3 Commits

Author SHA1 Message Date
Christopher Wiebe 42d66c00c3 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>
2026-05-01 20:08:14 -07:00
Christopher Wiebe a23cf8bd97 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>
2026-05-01 19:13:51 -07:00
Christopher Wiebe 59784048cd M2: World map render in Godot
Renders the full worldgen output as a Godot scene at visual parity with
worldgen-dump's PNG output: biome tiles, rivers/roads/rails as Line2D
polylines, settlements as filled circles. Pan + zoom via Camera2D.

WorldMapView.cs:
  - Loads Content/Data via res:// walk-up, runs WorldGenerator.RunAll
  - Tile palette built from BiomeDef.ParsedColor() — same source as the
    PNG dump, so colours are identical
  - Tiles rendered as a 256x256 Image scaled by WORLD_TILE_PIXELS to
    cover world-pixel space (matches polyline coord system)
  - Polyline draw order mirrors LineFeatureRenderer.cs: roads (smaller
    first) -> rivers -> rail tie underlay -> rail line. Bridges as
    short Line2Ds; settlements as SettlementDot (Node2D + _Draw circle)
  - Line widths in world-pixel space, tuned for visibility at world-map
    zoom; M4 will add zoom-aware width scaling for tactical view
  - Camera fits the whole world (95% of viewport) on first frame

PanZoomCamera.cs:
  - Mouse-wheel zoom centered on cursor (cursor world-point stays fixed)
  - Middle/right click + drag to pan
  - MinZoom/MaxZoom configurable per-instance

Main.cs:
  - --world-map [seed] flag launches the view (default seed 12345)
  - Arg parser now reads both GetCmdlineArgs and GetCmdlineUserArgs so
    callers don't need to remember the "--" separator
  - --smoke-test path and M0 hello-world fallback unchanged

Visual diff against world_seed12345.png (generated by
worldgen-dump --seed 12345) confirmed manually: same biome palette, same
rivers/roads topology, same settlement placement and tier colours.
3 rivers, 91 roads, 226 settlements (138 PoIs), 0 rails (ENABLE_RAIL=false),
0 bridges (this seed has no road/river crossings). All match the PNG.

Settlement dot sizes iterated twice from user feedback — final values
in tile units, scaled to world-pixel space, so they shrink at world-map
zoom and grow toward tactical zoom (the right "scale with the map"
behaviour).

Closes M2 of theriapolis-rpg-implementation-plan-godot-port.md.
Next: M3 (asset pipeline).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-01 19:04:02 -07:00