Commit Graph

2 Commits

Author SHA1 Message Date
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 57fe6bf173 M1: Headless parity verified between Tools and Godot
Proves Theriapolis.Core works untouched under Godot's csproj — the worldgen
pipeline produces byte-identical output whether invoked from the Tools CLI
or from inside the Godot process. This is the determinism contract surviving
the port.

Architecture test:
  CoreNoDependencyTests now forbids Godot.* and GodotSharp in addition to
  Microsoft.Xna and MonoGame. Both bans stay in force for the duration of
  the port so neither engine can leak into Core.

Determinism oracle:
  New worldgen-hash Tools command runs the full pipeline and prints FNV-1a
  hashes for every channel (elevation, moisture, temperature, biomes,
  settlements, polylines) plus per-stage hashes. Pairs with the Godot
  smoke-test for cross-process verification.

Godot-side smoke test:
  SmokeTest.cs runs WorldGenerator.RunAll inside the Godot process; Main.cs
  fires it on --smoke-test <seed>. Resolves Content/Data via res:// walk-up.
  M0 hello-world behaviour preserved when launched without the flag.

Verification (seed 12345):
  - dotnet run -- worldgen-hash and Godot --headless --smoke-test agree on
    all 6 channels and all 14 per-stage hashes (diff produces zero output)
  - 10-run sweeps stable on both sides post-determinism-fix
  - dotnet test: 708/708 pass

Closes M1 of theriapolis-rpg-implementation-plan-godot-port.md.
Next: M2 (world map render).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-04-30 21:38:15 -07:00