Files
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

79 lines
2.6 KiB
C#

using Godot;
using System.IO;
using System.Linq;
namespace Theriapolis.GodotHost.Platform;
/// <summary>
/// M3 asset pipeline smoke test. Walks Content/Data and Content/Gfx,
/// reports counts, and verifies every PNG under Gfx loads via
/// ContentLoader. Exits non-zero on any failure.
///
/// Run with:
/// godot --headless --path Theriapolis.Godot -- --asset-test
/// </summary>
public static class AssetTest
{
public static int Run()
{
GD.Print($"[asset-test] Content root: {ContentPaths.ContentRoot}");
GD.Print($"[asset-test] Data dir: {ContentPaths.DataDir}");
GD.Print($"[asset-test] Gfx dir: {ContentPaths.GfxDir}");
if (!Directory.Exists(ContentPaths.DataDir))
{
GD.PrintErr($"[asset-test] FAIL: Data directory missing");
return 1;
}
if (!Directory.Exists(ContentPaths.GfxDir))
{
GD.PrintErr($"[asset-test] FAIL: Gfx directory missing");
return 1;
}
var jsonFiles = Directory.GetFiles(ContentPaths.DataDir, "*.json", SearchOption.AllDirectories);
GD.Print($"[asset-test] Data: {jsonFiles.Length} JSON files");
var pngFiles = Directory.GetFiles(ContentPaths.GfxDir, "*.png", SearchOption.AllDirectories);
GD.Print($"[asset-test] Gfx: {pngFiles.Length} PNG files");
int loaded = 0;
int failed = 0;
foreach (var absolute in pngFiles)
{
string relative = Path.GetRelativePath(ContentPaths.GfxDir, absolute)
.Replace('\\', '/');
var tex = ContentLoader.LoadGfx(relative);
if (tex is null)
{
failed++;
}
else
{
loaded++;
}
}
GD.Print($"[asset-test] Loaded {loaded}/{pngFiles.Length} PNGs " +
$"(cache size {ContentLoader.CacheCount}, failed {failed})");
if (failed > 0)
{
GD.PrintErr($"[asset-test] FAIL: {failed} texture(s) failed to load");
return 1;
}
// Also report the sub-tree breakdown, matching what M4 will care about
var bySubdir = pngFiles
.GroupBy(f => Path.GetRelativePath(ContentPaths.GfxDir, Path.GetDirectoryName(f)!)
.Replace('\\', '/'))
.OrderBy(g => g.Key);
GD.Print($"[asset-test] PNG breakdown by sub-directory:");
foreach (var g in bySubdir)
GD.Print($"[asset-test] {g.Key,-24} {g.Count(),3} files");
GD.Print($"[asset-test] OK");
return 0;
}
}