e1fb9889698cb6c8e4896b6dc99d4fbd0a46677c
15 Commits
| Author | SHA1 | Message | Date | |
|---|---|---|---|---|
|
|
e1fb988969 |
M6.13: Sex picker + species variant schema
Adds character Sex (male/female) as a top-level CharacterDraft field
required for every character, and species variants as a layer on top
of the base species record. Two variant axes:
- "sex": auto-resolves from CharacterDraft.Sex for purebreds; for
hybrids, pinned by parent role (sire = male, dam = female)
by definition. No picker needed beyond Step 0.
- "lineage": explicit per-species pick (Ram-Folk's sheep/goat). Has
its own picker on Step 1 (purebred path under the grid;
hybrid path embedded into the per-parent pick column).
Schema (Theriapolis.Core/Data):
- SpeciesDef gains VariantAxis (string) and Variants (array of
SpeciesVariantDef { Id, Name, Traits, Detriments }).
- JSON content not yet populated — that's M6.14.
CharacterDraft adds:
- Sex (required by Step 0 validation)
- SpeciesVariant / SireSpeciesVariant / DamSpeciesVariant
- ResolveVariantId(species, role) that returns the active variant
id for a given context — used by Aside to layer variant traits
onto the base species traits.
Step 0 (StepClade): sex picker row above the hybrid toggle. Two
toggle buttons radio-style.
Step 1 (StepSpecies): purebred path renders a lineage picker below
the grid when the picked species has VariantAxis == "lineage";
hybrid path embeds a lineage picker at the top of each parent's
pick column. Hover popovers summarise each variant's contents.
Validation: Sex is required at Step 0. Lineage variant required at
Step 1 for any picked species (purebred or per-hybrid-parent) with
VariantAxis == "lineage".
Aside: AddVariantContent layers the resolved variant's extra
traits/detriments onto the base species rendering, for both purebred
and hybrid paths.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
|
||
|
|
8bf9eba2a7 |
M6.8: Hybrid trait pickers (Phase B)
Per theriapolis-rpg-clades.md "Building a Hybrid": hybrids now pick two clade traits from the dominant parent + one from the other (2/1 split keyed off DominantParent), and one species trait + one species detriment from each parent. All clade detriments still inherit fully from both parents. Universal hybrid detriments unchanged. CharacterDraft gains six new fields (sire/dam clade-trait arrays, sire/dam species trait/detriment ids) and a CladeTraitLimit(lineage) helper. Step 0/1 validators enforce the picks; Aside renders only the chosen subset for hybrids. Cascading clears: clade swap clears that lineage's bonus + clade traits + (if species also invalidated) species pick; species swap clears that lineage's species trait/detriment; dominant flip trims overflow from the end (non-destructive when possible); hybrid-off clears all six new fields. Toggle buttons in both steps wire MouseEntered/Exited into PopoverLayer so the player can read each trait's description on hover (detriment buttons get the red-tinted "DETRIMENT" popover). Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> |
||
|
|
e3f0296e6f |
M6.7: Parchment theme pass
Lights up the M5 codex design system across the wizard. Default palette swaps from dark leather to aged-parchment cream with sealing-wax red selection emphasis, matching the React prototype's default theme variant. CodexTheme.Build() is applied at the wizard root so every step + Aside + popover cascades through it. Theme additions: - Parchment palette in CodexPalette (Dark retained as alt) - Type variations registered for Card, CodexPopover, Pill, PillDetriment, AbilityToken, AbilitySlot, SkillRow — without SetTypeVariation, panel-stylebox lookup falls through to Godot's default dark slate, which is what was happening to every bare PanelContainer before this pass. - panel_hover stylebox on Card (gild border) wired via CodexCard's MouseEntered/Exited helper; panel_selected bumped to 3px seal-red border + soft shadow so selection reads at a glance. Card selection refactor: - Replaced the warm-cream Modulate hint on cards with stylebox swaps via the new CodexCard.SetSelected helper. The Modulate approach was a no-op on cream-on-cream parchment; the stylebox swap looks the same on either palette. - Step intros + Aside section headers now use the existing Eyebrow / H2 / H3 / CardName / CardMeta / CardBody label variations. - Confirm button on Step VIII uses the PrimaryButton variation. Popover + chip behaviour: - PopoverLayer is now MouseFilter=Ignore so clicks/scroll/hover all pass through. Adjacent chips fire reliably even when the previous popover overlaps them spatially. - Dropped the 80ms grace timer; chip MouseExited closes immediately. - TraitChip MouseFilter Stop → Pass so clicks bubble up to the parent card's GuiInput (selecting the card). Misc: - Wizard._Ready inserts a backing Panel so the parchment Bg fills the canvas — Wizard root is a plain Control, which paints nothing. - CodexTheme font lookup tries Cormorant-Medium before -Regular and globalizes res://Fonts/ for runtime FontFile load (the previous fallback used ContentPaths which points at a sibling data tree). - StepStats final-score Label rendered at font_size 22 to match the AbilityToken die. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> |
||
|
|
bb986d49f9 |
M6.6: StepReview signing + hybrid math revision
- New Step VIII (Review): name input and Confirm button that saves the finalized character to user://character.tres. - Hybrid lineage rules simplified per project decision: drop the "no-stack on overlap, take +1 free elsewhere" rule from theriapolis-rpg-clades.md. Hybrids now pick one ability mod from each parent clade and they sum if they overlap. Removes HybridFreeAbility, the free-bonus picker row, and the overlap special case from AbilityCalc + WizardValidation. - StepClade bonus rows now mutate in place (sync ButtonPressed) instead of tearing down on every Refresh — the old path freed the very button mid-Pressed-signal, leaving stale buttons next to the new ones. - StepSkills drops the redundant "Calling: X · History: Y" meta line; both are already shown in the Aside summary. - Aside hybrid section adds dual-species traits and the universal-hybrid detriment pills. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> |
||
|
|
0e5d4b7425 |
M6.5: StepSkills + ability-bonus breakdown + Aside redesign
The skills step lands as the last data-driven character creation step
(only Sign — name + confirm — remains for M6.6). Brought a few cross-
cutting refactors with it.
Scenes/Steps/StepSkills.cs:
Direct port of StepSkills in src/steps.jsx — all 18 skills laid out
in 6 ability-grouped panels (STR/DEX/CON/INT/WIS/CHA), 2-column
grid. Background-granted skills appear pre-checked and locked;
user picks `class.SkillsChoose` more from `class.SkillOptions`.
Hover the skill name → popover with the codex flavor description
(limited to the title only — hovering checkboxes / source tags
doesn't trigger the popover, avoids interference with adjacent
rows' click targets). Fixed-width [✓] / [ ] / [—] checkbox slot
so toggling doesn't shift the row layout.
UI/SkillsCatalog.cs (new):
Static skill table — JSON id, display label, governing ability,
and the codex SKILL_DESC text ported verbatim from src/data.jsx.
Mirrors Theriapolis.Core.Rules.Stats.SkillId; descriptions live
here because backgrounds.json and classes.json don't carry them.
UI/AbilityCalc.cs (new):
Final-score math — base assignment + clade and species mods, with
per-source breakdown for the bonus popover ("+1 from Canidae · +2
from Wolf"). Hybrid mode tags each clade source with its lineage
("(sire)" / "(dam)"). Used by both StepStats and the Aside so the
two views can never disagree on what a +N badge means.
UI/BackgroundAvailability.cs (new):
Extracted from StepBackground — shared rules table for hybrid-only
and clade-restricted backgrounds. Now also consulted by StepClade
when the player changes lineage: the currently-selected background
is auto-cleared if the new lineage no longer satisfies its rule
(e.g., Pack-Raised clears when switching from Canidae to Felidae,
Passer clears when toggling Hybrid off). Implemented via
Resource.Duplicate + Patch on the duplicate to evaluate the
hypothetical post-patch state without committing prematurely.
StepStats.cs:
Per-row layout extended: ability label | slot | bonus chip | final
| d20 mod. Bonus chip is a TraitChip with the per-source breakdown
in its hover description. Auto-assign now sorts empty abilities by
AbilityCalc.TotalBonus DESCENDING (with class.PrimaryAbility as
tiebreaker) — biggest pool value lands on the ability already
receiving the biggest lineage bonus, maximising final scores.
Aside.cs (significant redesign):
- Name centered at top.
- Lineage details: 2-column grid, full-width.
- Purebred: Clade | Species, then Calling | Background, then
Subclass | (empty).
- Hybrid: SIRE ★ | DAM (centered + underlined column heads),
Clade | Clade, Species | Species, then the same
calling/background/subclass rows.
- Attributes: STR/DEX/CON/INT/WIS/CHA each with bonus chip (omitted
when +0), final score, d20 modifier. Self-contained min-width
table so it can't widen the panel beyond its alloc.
- Pills: traits, detriments, level-1 features, background feature,
skill chips (BG-locked + user-chosen). All hoverable for descriptions.
- Whole panel wraps in a ScrollContainer so an over-tall summary
scrolls in place instead of pushing the wizard layout off-screen.
- Width nudged 320 → 360px. Smaller font on label tags, autowrap
on value labels so long names ("Hybrid Underground") wrap rather
than push the panel wider.
Card grids: changed all five card-grid steps (Clade, Species, Class,
Subclass, Background) from SizeFlagsHorizontal.ExpandFill →
ShrinkCenter. Cards stay at their CustomMinimumSize 200 wide and
the grid horizontally centers in PageMain. The right-side gap
between content and Aside is now uniform regardless of how many
cards or whether the last row is partial — fixes the "Clade tab
feels too padded, Background tab too tight" perception.
Closes M6.5. Per guide §12, what's left in M6: M6.6 (StepReview —
name + summary + Confirm handoff per guide §11) and M6.7 (parchment
Theme pass).
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
|
||
|
|
ce87eb11ad |
M6.4: Card-grid steps + hybrid origin + clade-restricted backgrounds
Per GODOT_PORTING_GUIDE.md §12, the four "easy" card-grid steps land
together (Species / Calling / Subclass / History), plus three real
features that emerged during testing: cross-step validation gating,
hybrid origin, and clade-restricted background availability.
New step files (Scenes/Steps/):
StepSpecies.cs — cards filtered by clade; for hybrids shows two
stacked grids (Sire / Dam).
StepClass.cs — all classes; class change clears chosen skills
and the previously-selected subclass.
StepSubclass.cs — subclasses filtered by ClassDef.SubclassIds.
StepBackground.cs — backgrounds filtered by hybrid + clade rules
(see below).
UI/WizardValidation.cs (new):
Static per-step validators against CharacterDraft. Replaces the
per-instance Validate() route on the wizard side — Wizard now
computes the lock state for every step in the flow, not just the
current one. Mirrors app.jsx's firstIncomplete rule exactly.
Bug it fixes: previously the wizard checked only the current step's
validity, so picking a clade let you skip directly to Abilities
without picking species/calling/etc.
UI/CharacterDraft.cs:
Phase 6.5 hybrid fields — IsHybrid, SireCladeId, SireSpeciesId,
DamCladeId, DamSpeciesId, DominantParent. EffectiveCladeId /
EffectiveSpeciesId resolve to the dominant parent's lineage when
hybrid; downstream steps don't need to care which path. Helpers
HasClade(id) and HasAnyCladeOfKind(kind) feed the background
availability rules.
StepClade.cs:
Hybrid toggle splits the picker into Sire + Dam grids with a
Dominant Lineage radio. Validation refuses same-clade Sire+Dam.
Switched to build-once + mutate-in-place: cards are created once
during Build(), Refresh just updates Modulate per selection state.
Tearing down + rebuilding inside the click callback caused
duplicates because Free() defers when the freed node is mid-signal.
StepBackground.cs:
Availability rules table — predicates per restricted background id.
Hybrid-only: passer, hybrid_underground, former_chattel.
Clade-restricted: warren_runner (Leporidae), pack_raised (Canidae),
herd_city_born (any prey clade).
Hybrids match if either parent satisfies the rule.
Other steps (Species/Class/Subclass/Background):
Refresh dispatched via Callable.From(Refresh).CallDeferred() so the
rebuild runs after the click handler completes — same Free()-during-
signal bug as StepClade hit, fixed via deferral instead of mutate-
in-place because the card lists are dynamic (clade- / class- /
hybrid-flag-dependent).
Wizard.cs:
- RebuildStepperStates uses WizardValidation.FirstIncomplete to lock
every step past the first unsatisfied one.
- OnStepperClicked checks every step in [0..target-1].
- UpdateChrome's banner uses WizardValidation for the active step.
- Scroll preservation moved here (snapshot before step.Refresh
fires, restore in _Process); StepStats's local copy removed.
Wizard.tscn:
Scroll node marked unique_name_in_owner so Wizard can grab it.
PopoverLayer's TraitChip is reused throughout the new step cards.
Aside.cs:
Hybrid-aware summary — shows "Sire (dominant)" / "Dam" lineage rows
when IsHybrid; otherwise the existing Clade / Species rows.
Verified end-to-end:
- Walk Clade → Species → Calling → Subclass → History → Abilities
- Stepper locks every step past first unsatisfied
- Hybrid toggle works both directions, dominant changes lineage
- Hybrid-only and clade-restricted backgrounds appear / disappear
based on lineage
- Scroll position preserved across selections
- Drag-drop still works on Abilities
Closes M6.4. Per guide §12, next is M6.5 — StepSkills (class-driven
choice list with TraitChip per skill).
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
|
||
|
|
ba3ebe7ff3 |
M6.3: Trait popovers — shared PopoverLayer + TraitChip triggers
Per GODOT_PORTING_GUIDE.md §6 (and §12 build order — popovers before
the easy card-grid steps because traits/skills/bonuses surface them
everywhere). One reusable popover panel; lightweight chip triggers.
Scenes/Widgets/PopoverLayer.cs:
CanvasLayer added once as a child of Wizard.tscn. Owns one
PanelContainer + close Timer; static Instance for chip-side access.
ShowFor(trigger, ...) populates and positions the popover at the
trigger's global rect with viewport clamp + flip-above logic
(mirrors src/trait-hint.jsx). 80 ms grace period when moving from
trigger to popover so the popover stays open across the gap.
Detriment popovers get a red Modulate as a placeholder for the
seal-coloured StyleBox the theming pass will install.
Scenes/Widgets/TraitChip.cs:
Lightweight PanelContainer + Label trigger. On MouseEntered asks
PopoverLayer.Instance to show; on MouseExited schedules close.
Pill styling deferred to theming (default Godot panel for now;
TraitChip / TraitChipDetriment styleboxes will land alongside
the parchment Theme pass).
Wizard.tscn:
PopoverLayer added as a top-level CanvasLayer child so popovers
float above every step's content regardless of where the trigger
is in the tree.
Steps/StepClade.cs:
Replaces the placeholder "{n} traits, {m} detriments" line with an
HFlowContainer of TraitChip per trait + per detriment. Hover any
chip → popover shows name + description (+ DETRIMENT tag for the
detriment chips).
Also: cards switched from Button to PanelContainer for content-
driven height. Button isn't a Container, so its intrinsic min
size didn't aggregate from the inner vbox — at higher trait
counts the chips overflowed into the cards below. PanelContainer
is a Container, so the card grows with its content. GuiInput
handles the click-to-select; selected state shown via Modulate
tint until the proper StyleBox swap lands in theming.
Closes M6.3. Per guide §12, next is M6.4 — easy card-grid steps
(Species / Calling / Subclass / History) variations on the StepClade
pattern, then StepSkills, then StepReview.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
|
||
|
|
4d3db17a89 |
M6.2: Step V Abilities — drag-drop assignment + roll/auto-assign
Per GODOT_PORTING_GUIDE.md §7, the highest-risk piece in the wizard.
Three reusable widgets + the orchestrating step.
Scenes/Widgets/AbilityToken.cs:
Draggable Control with Value + Origin metadata. _GetDragData returns
a Dictionary payload {kind, value, from, ability, idx} per guide
§7.1. MouseFilter = Pass so clicks propagate to the parent slot
for the click-to-return affordance (later removed; see commit body).
Drag preview is a dimmed duplicate.
Scenes/Widgets/AbilitySlot.cs:
PanelContainer drop target per guide §7.2. Accepts any
ability_value payload via _CanDropData / _DropData and emits
Dropped(payload). Each slot owns one ability id (STR/DEX/CON/INT/
WIS/CHA).
Scenes/Widgets/AbilityPool.cs:
HBoxContainer drop target per guide §7.3. Accepts only slot→pool
drops (returning an assigned value to the pool); pool→pool drops
are no-ops.
Scenes/Steps/StepStats.cs:
Direct port of StepStats in steps.jsx per guide §7.4. Standard
array (default) and roll-4d6-drop-lowest method tabs; Reroll
button visible in roll mode; Auto Assign sorts the remaining pool
descending and places the largest values into empty slots ordered
by class.PrimaryAbility. Three drag-drop cases (pool→slot,
slot→slot swap, slot→pool) all delegate to a single Patch call,
then the entire token tree rebuilds from the new draft state on
the Changed signal — handlers don't reparent anything manually.
Issues hit during development and resolved before commit:
- Initial click-to-return on slot pre-empted drag-from-slot every
time (the GuiInput fired on mouse-down, before Godot detected
the drag). Removed click-to-return — drag is the canonical
interaction; that matches the React prototype anyway.
- Token MouseFilter = Stop blocked clicks from reaching the slot
layer; switched to Pass which still works as a drag source.
- Refresh() teardown + rebuild reset the parent ScrollContainer's
scroll to 0 every drop. CallDeferred / SetDeferred / CreateTimer
all raced because layout settles over multiple frames; the fix
that worked was capturing scroll position pre-rebuild and
restoring in _Process the next frame.
Wizard.cs:
StepTypes[5] = typeof(StepStats); the Abilities step is now
reachable. (StepTypes[1..4, 6..7] still null — coming in M6.3+.)
Verified: all three drag scenarios + click handling + auto-assign
+ method switch + reroll work; scroll position holds across drops.
Closes M6.2. Next per guide §12: M6.3 — popover system (TraitChip +
shared PopoverLayer) before adding more easy card-grid steps.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
|
||
|
|
ee5439285c |
M6.1: Character creation wizard foundation (.tscn + Resource-based draft)
Pivots from M5's code-built UI to the editor-authorable .tscn pattern
recommended in GODOT_PORTING_GUIDE.md, after a session of fighting
Godot idioms with code-only layout. Default theme only; the parchment
Theme lands last per the guide's §12 build order so layout bugs surface
as layout bugs, not theming bugs.
GODOT_PORTING_GUIDE.md:
Authored by Claude Design as the canonical port reference. Maps the
React prototype's structure onto Godot 4.6 with concrete code sketches
and a build-order recommendation. Drove the M6 architecture.
Fonts/:
Cormorant Garamond (Medium + MediumItalic) and Crimson Pro (Regular +
Italic + SemiBold) under OFL — the React prototype's serif-display
and serif-body families. Not yet wired through CodexTheme.Build()
because theming is deferred; CodexTheme.LoadFontFromFonts already
picks them up automatically when the Theme pass lands.
Scenes/Wizard.tscn + Wizard.cs:
Wizard shell per guide §4: codex-header (title + folio counter) +
Stepper + Page (StepHost + Aside) + NavBar (Back / validation / Next).
All node lookups via unique-name (%) syntax; layout authored as a
scene file you can open in the editor. Step lifecycle drives the
Aside via signal binding. Stepper logic mirrors app.jsx — locked
iff some EARLIER step is unsatisfied; "type not yet implemented"
doesn't lock.
Scenes/Aside.tscn + Aside.cs:
Right-rail summary per guide §10. Single Refresh() rebuild on
CharacterDraft.Changed; cheap enough not to bother with partial
updates. Width 320 (was 380 before the layout overflow fix).
Scenes/Steps/IStep.cs + StepClade.cs:
Per-step Bind(draft) + Validate() contract. StepClade renders the
3-column clade card grid; click commits via CharacterDraft.Patch
which triggers the Resource.Changed signal that Aside and Wizard
both subscribe to.
UI/CharacterDraft.cs:
Resource (not Node) per guide §2.1. Mirrors app.jsx's `state` shape
exactly. Patch(dictionary) emits the inherited Resource.Changed
signal — listeners use `draft.Changed += handler` regardless of
which field changed. CodexContent provides lazy-loaded immutable
content tables (Clades, Species, Classes, Subclasses, Backgrounds).
Main.{cs,tscn}: Node → Control
When Main was a Node, Control children couldn't anchor to a real
parent rect — they sat at (0,0) at intrinsic min size. With wide
step content (3-column 200-px-card grid), the Wizard's min size
pushed the navbar beyond the viewport's right edge, hiding the Next
button on smaller windowed viewports. Making Main a full-rect-
anchored Control gives child scenes a proper rect to lay out in.
UI/Widgets/CodexStepper.cs:
Anchored the inner vbox to fill the button rect. Without this, the
vbox sat at the button's top-left at intrinsic size and labels
rendered in the corner — visible as the active-step label being
off-center from the highlight bar.
Verified at 1152x720 windowed and (separately) at fullscreen:
- 3-column card grid fits inside Wrap margins + Aside without
horizontal overflow
- Stepper labels centered under their highlight bars
- Next button visible after clade selection; future steps switch
to "coming soon" placeholder when clicked
- Aside summary fills in CLADE block on selection
Closes M6.1. Next per guide §12 build order: M6.2 — StepStats with
drag-drop (highest-risk piece, de-risk before easy steps).
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
|
||
|
|
953bb985ad |
M5: Codex design system (dark theme) + kitchen-sink
Programmatic Theme builder + reusable popover and stepper widgets, ported from CharacterCreator.zip's :root design tokens. Kitchen-sink scene exercises every primitive for visual eyeballing. CodexPalette.cs: Color tokens lifted verbatim from the React prototype's `:root` block (--bg, --ink, --gild, --seal, etc.). Variable names mirror the CSS so the audit trail stays readable. Spacing locked at the prototype's normal density (--gap=24, --pad=28, --radius=2). Scope cut: only the Dark theme ships. The React prototype designed Parchment, Dark, and Blood as switchable variations — user direction during M5 is that only Dark (leather + candlelight) is wanted for this game. Parchment/Blood code dropped, plan doc updated to match (§1 goal #5, §4.5 UI map, §5 M5 scope, §10 resolved decisions #4). No runtime theme switcher. CodexTheme.Build(): Programmatically constructs a Godot Theme from CodexPalette.Dark plus CodexSpacing/CodexType tokens. Configures Panel, Card, CodexPopover styleboxes; Label variations for H1..H4, CodexTitle, Eyebrow, Meta, ValidationOk/Error, CardName/Body/Meta, StepperNum/ Name; Button + PrimaryButton + GhostButton variants; LineEdit, CheckBox, scrollbar styling. Fonts: looks for CormorantGaramond / CrimsonPro / JetBrainsMono TTFs in res://Fonts/ (or Content/Fonts/) and graceful-falls-back to Godot defaults if missing. M5 ships with no fonts in repo; user can drop them in later for typography parity with the React prototype. CodexPopover.cs: Hoverable text trigger + floating PanelContainer, mirrors src/trait-hint.jsx. Viewport-clamps horizontally and vertically; flips above the trigger if there's no room below; 80 ms grace period when moving cursor from trigger to popover. Detriment variant uses the seal-coloured stylebox. Future TraitName / SkillChip / BonusPill widgets layer className differences on top. CodexStepper.cs: Roman-numeral horizontal stepper with Pending / Active / Complete / Locked states. Active step gets a 2-px gild underline, Complete shows a ✓ in seal-red, Locked shows ✕ + 0.45 modulate. Emits StepClicked(int) for non-locked rows. M5 is decorative — M6 wires the signal to the character-creation state machine. KitchenSink.cs + Main.cs --codex-test: Verification scene rendering every primitive (header, stepper, buttons, inputs, cards, trait popovers). Clicks log to console. Fonts default to Godot's Noto Sans until res://Fonts/ is populated. Closes M5 of theriapolis-rpg-implementation-plan-godot-port.md. Next: M6 (title + character creation). Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> |
||
|
|
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>
|
||
|
|
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> |
||
|
|
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>
|
||
|
|
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>
|
||
|
|
59e86af7a2 |
M0: Scaffold Theriapolis.Godot project (hello-world)
First milestone of the Godot port. Establishes the new project structure and verifies the toolchain is wired up end-to-end. - Godot.NET.Sdk/4.6.2 targeting net8.0; references Theriapolis.Core - project.godot configured for borderless fullscreen at native resolution (per port plan §10 resolved decisions); F11 toggles to windowed - Main.tscn + Main.cs hello-world; nearest-neighbor texture filtering - icon.svg placeholder (T in gild on dark) - Added to Theriapolis.sln Verification: - dotnet build Theriapolis.Godot.csproj: 0 errors, 0 warnings - dotnet build Theriapolis.sln: 0 errors (6 pre-existing warnings unrelated) - dotnet test: 708/708 pass in 26s (unchanged from master) - Godot 4.6.2 opens project; fullscreen + F11 toggle confirmed visually Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> |