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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

58 lines
2.0 KiB
C#

using Godot;
using System.Collections.Generic;
using System.IO;
namespace Theriapolis.GodotHost.Platform;
/// <summary>
/// Loads PNGs from Content/Gfx as Godot ImageTextures and caches them by
/// relative path. Texture filter is set to Nearest (project default for
/// pixel art).
///
/// This bypasses Godot's res:// import pipeline because Content/ lives
/// outside the project — but for static pixel-art assets at native size
/// the import pipeline doesn't add anything we need.
///
/// Tactical-view tile rendering (M4) will hit this from chunk streamers,
/// so the cache is per-process and never evicted; the full atlas
/// (~50 PNGs at 32x32) is well under 1 MB.
/// </summary>
public static class ContentLoader
{
private static readonly Dictionary<string, ImageTexture> _cache = new();
/// <summary>
/// Loads a PNG from <c>Content/Gfx/&lt;relativePath&gt;</c>. Returns
/// null and logs an error if the file is missing or unreadable.
/// </summary>
public static ImageTexture? LoadGfx(string relativePath)
{
if (_cache.TryGetValue(relativePath, out var cached)) return cached;
string absolute = Path.Combine(ContentPaths.GfxDir, relativePath);
if (!File.Exists(absolute))
{
// Silent miss — callers (e.g. atlas variant probes) treat null
// as "no more variants" and shouldn't generate error noise.
// Genuine missing-asset diagnostics live in AssetTest's summary.
return null;
}
var image = Image.LoadFromFile(absolute);
if (image is null)
{
GD.PrintErr($"[ContentLoader] Image.LoadFromFile failed: {absolute}");
return null;
}
var tex = ImageTexture.CreateFromImage(image);
_cache[relativePath] = tex;
return tex;
}
public static int CacheCount => _cache.Count;
/// <summary>Drops every cached texture. Useful for hot-reload tests.</summary>
public static void ClearCache() => _cache.Clear();
}