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

47 lines
1.9 KiB
C#

using Godot;
using System.IO;
namespace Theriapolis.GodotHost.Platform;
/// <summary>
/// Single source of truth for resolving the project's Content/ directory.
/// Content lives at the repository root (sibling to Theriapolis.Godot/),
/// not inside res://. This avoids duplicating gigabytes of game data, and
/// keeps the same Content/Data and Content/Gfx tree the MonoGame branch
/// and headless Tools all read from.
///
/// Resolution walks up from res:// looking for Content/Data; once found,
/// the parent of Data is the Content root, used for Gfx too. Cached after
/// first hit so repeated calls are cheap.
/// </summary>
public static class ContentPaths
{
private static string? _cachedContentRoot;
public static string ContentRoot => _cachedContentRoot ??= ResolveContentRoot();
public static string DataDir => Path.Combine(ContentRoot, "Data");
public static string GfxDir => Path.Combine(ContentRoot, "Gfx");
private static string ResolveContentRoot()
{
// Try res://../Content first — the canonical layout.
string fromRes = ProjectSettings.GlobalizePath("res://../Content");
if (Directory.Exists(Path.Combine(fromRes, "Data"))) return fromRes;
// Walk up further in case Theriapolis.Godot is nested deeper.
string? dir = ProjectSettings.GlobalizePath("res://").TrimEnd('/', '\\');
for (int i = 0; i < 6; i++)
{
if (string.IsNullOrEmpty(dir)) break;
string candidate = Path.Combine(dir, "Content");
if (Directory.Exists(Path.Combine(candidate, "Data"))) return candidate;
dir = Path.GetDirectoryName(dir);
}
// Last resort — return the canonical path even if it doesn't exist;
// callers that care will fail with a useful error.
GD.PushWarning($"[ContentPaths] Content root not found; using {fromRes}");
return fromRes;
}
}