Files
Christopher Wiebe bf0041605f M7.1-7.2: Play-loop hand-off — Wizard → WorldGen → PlayScreen
Lands the M7 plan's first two sub-milestones on port/godot.
theriapolis-rpg-implementation-plan-godot-port-m7.md is the design
doc (six screens collapse to four scenes + a camera mode, with
per-screen behavioural contracts and a six-step sub-milestone
breakdown).

M7.1 — WorldGenProgressScreen + GameSession autoload + wizard
hand-off rewrite. GameSession holds the cross-scene state that
outlives any single screen: seed, post-worldgen Ctx, pending
character (from the M6 wizard) and pending save snapshot (for
M7.3's load path). Wizard forwards StepReview.CharacterConfirmed
upward, and TitleScreen swaps to the progress screen instead of
just printing the build summary. The progress screen runs the
23-stage pipeline on a background thread, drives a ProgressBar
from ctx.ProgressCallback, and writes the full exception trace to
user://worldgen_error.log on failure. Escape cancels at the next
stage boundary and returns to title.

M7.2 — PlayScreen with a walking character. Extracted
WorldRenderNode from the M2+M4 WorldView demo so PlayScreen and
WorldView mount the same renderer (biome image + polylines +
bridges + settlement dots + tactical chunk lifecycle + PanZoomCamera
+ per-frame layer visibility + line-width counter-scaling).
PlayScreen owns the streamer (M7.3 save needs it), composes
ContentResolver + ActorManager + WorldClock + AnchorRegistry +
PlayerController, spawns the player at the Tier-1 anchor, and
wires resident + non-resident NPC spawning from chunk-load events
with allegiance-tinted markers.

PlayerController ported engine-agnostic to Theriapolis.Godot/Input/.
Takes pre-resolved dx/dy/dt/isTactical/isFocused instead of poking
MonoGame InputManager + Camera2D, so the arithmetic that advances
PlayerActor.Position and WorldClock.InGameSeconds is bit-identical
to the MonoGame version — saves round-trip cleanly.

Click-to-travel in world-map mode (camera zoom <
TacticalRenderZoomMin), WASD step in tactical mode with axis-
separated motion + encumbrance + sub-second clock carry. HUD
overlay top-left shows HP/AC/seed/tile/biome/view-mode/time. Esc
returns to title (M7.4 replaces this with a pause menu).

Namespace gotcha: Theriapolis.GodotHost.Input shadows the engine's
Godot.Input static class for any file under the GodotHost
namespace tree. Files needing keyboard polls (WorldView,
PlayScreen) fully qualify as Godot.Input.IsKeyPressed.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-10 18:07:28 -07:00

56 lines
2.2 KiB
C#

using Godot;
using Theriapolis.Core.Persistence;
using Theriapolis.Core.Rules.Character;
using Theriapolis.Core.World.Generation;
namespace Theriapolis.GodotHost;
/// <summary>
/// Autoload singleton. Holds the cross-scene state that outlives any
/// single screen: the world seed and (post-worldgen) WorldGenContext,
/// the pending character from the M6 wizard hand-off, and the pending
/// save snapshot from the SaveLoadScreen load hand-off.
///
/// Per port-plan §M7 §4.3: TitleScreen + Wizard + SaveLoadScreen write
/// pending fields; WorldGenProgressScreen + PlayScreen consume them and
/// clear them.
///
/// Registered in <c>project.godot</c> under <c>[autoload]</c>; reachable
/// from any scene via <see cref="From"/>.
/// </summary>
public partial class GameSession : Node
{
/// <summary>World seed for the next worldgen run. Set by TitleScreen
/// (new game) or by SaveLoadScreen (from the loaded header).</summary>
public ulong Seed { get; set; }
/// <summary>Set by WorldGenProgressScreen on completion; consumed by
/// PlayScreen during <c>_Ready</c>.</summary>
public WorldGenContext? Ctx { get; set; }
/// <summary>Set by the Wizard hand-off (M6 → M7.1). PlayScreen
/// attaches this to the spawned player actor and clears the field.</summary>
public Character? PendingCharacter { get; set; }
public string PendingName { get; set; } = "Wanderer";
/// <summary>Set by SaveLoadScreen when the player picks a slot.
/// PlayScreen consumes via <c>ApplyRestoredBody</c> in <c>_Ready</c>.</summary>
public SaveBody? PendingRestore { get; set; }
public SaveHeader? PendingHeader { get; set; }
/// <summary>Convenience accessor — any node can grab the session via
/// <c>GameSession.From(this)</c> without hard-coding the autoload path.</summary>
public static GameSession From(Node anyNode)
=> anyNode.GetNode<GameSession>("/root/GameSession");
/// <summary>Drop the per-run pending fields. Called on quit-to-title
/// so a fresh "New Character" run doesn't see stale handoff data.</summary>
public void ClearPending()
{
PendingCharacter = null;
PendingName = "Wanderer";
PendingRestore = null;
PendingHeader = null;
}
}