Files
Christopher Wiebe 6f47700820 M7.4a: PlayScreen polish — facing tick, road overlap, WASD pan
Facing tick stuck at the initial angle. PlayerMarker._Draw was
computing the tick direction from a FacingAngleRad auto-property,
but Godot caches CanvasItem draw commands and only re-runs _Draw on
QueueRedraw. Setter never called QueueRedraw → tick never rotated.
Fixed by leaning on the Node2D transform instead: tick is drawn
along the local +X axis, PlayScreen sets marker.Rotation = facing
each frame. The transform rotation applies to the cached commands
without re-invoking _Draw — efficient and correct. FacingAngleRad
property removed; ShowFacingTick became a property with QueueRedraw
on change (visibility toggle still needs to invalidate the cache).

Tactical view double-drew roads. TacticalChunkGen.Pass2_Polylines
already bakes roads + rivers + bridges into the surface tiles of
each chunk. WorldRenderNode's Line2D overlay was still visible at
tactical zoom, stroking the same path on top of the rasterised
version — showed as a brown line over every road. Ported the
MonoGame "suppress polyline overlay in tactical" rule into
UpdateLayerVisibility: _polylineLayer and _bridgeLayer hide when
zoom >= TacticalRenderZoomMin.

WASD now pans the world map. Previously WASD did nothing in
world-map mode — only right-drag / middle-drag / mouse-wheel worked.
WASD is now context-sensitive: tactical mode steps the player
(unchanged), world-map mode pans the camera at 400 screen px/sec
(world-pixel speed scales as 1/zoom so the perceived rate stays
constant). Diagonal motion is √2-normalised to match tactical step.
Suppressed during click-to-travel since the camera-follow would
clobber any pan input anyway. HUD hint updated.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-10 19:51:44 -07:00

359 lines
14 KiB
C#

using System.Collections.Generic;
using System.Linq;
using Godot;
using Theriapolis.Core;
using Theriapolis.Core.Tactical;
using Theriapolis.Core.Util;
using Theriapolis.Core.World;
using Theriapolis.Core.World.Polylines;
namespace Theriapolis.GodotHost.Rendering;
/// <summary>
/// Renders a generated <see cref="WorldState"/> across the seamless zoom
/// range — biome backdrop, polylines (rivers / roads / rails), bridges,
/// settlement dots, and the tactical-chunk layer that streams in close-up.
/// Owns its own <see cref="PanZoomCamera"/> so callers can read zoom and
/// drive position uniformly.
///
/// Per M7 plan §6.2: extracted from the M2+M4 <see cref="WorldView"/> demo
/// so PlayScreen and the standalone demo both mount the same renderer.
/// The chunk streamer itself is owned by the *caller* — PlayScreen needs
/// the streamer for NPC lifecycle separately from the visual layer — so
/// the caller subscribes to <c>OnChunkLoaded</c>/<c>OnChunkEvicting</c>
/// and forwards into <see cref="AddChunkNode"/>/<see cref="RemoveChunkNode"/>.
///
/// Per-frame: hides/shows the tactical and settlement layers based on
/// camera zoom, and counter-scales every Line2D width so polyline widths
/// stay visually consistent regardless of zoom.
/// </summary>
public partial class WorldRenderNode : Node2D
{
// Zoom thresholds, in Camera2D zoom units (1.0 = 1 world px per screen px,
// 32.0 = sprite-native tactical view, ~0.07 = world fits 1080p).
public const float TacticalRenderZoomMin = 4.0f;
public const float SettlementHideZoom = 2.0f;
// Polyline base widths in *screen* pixels (counter-scaled to world space
// per frame). Mirrors the differentiation in LineFeatureRenderer.cs.
private const float HighwayScreenPx = 4f;
private const float PostRoadScreenPx = 3f;
private const float DirtRoadScreenPx = 2f;
private const float RiverMajorScreenPx = 4.5f;
private const float RiverScreenPx = 3f;
private const float StreamScreenPx = 2f;
private const float RailTieScreenPx = 4f;
private const float RailLineScreenPx = 2f;
private const float BridgeScreenPx = 6f;
// Polyline colours mirror LineFeatureRenderer.cs / WorldgenDump.cs.
private static readonly Color RiverMajorColour = ColorByte(40, 100, 200);
private static readonly Color RiverColour = ColorByte(60, 120, 200);
private static readonly Color StreamColour = ColorByte(100, 150, 220);
private static readonly Color HighwayColour = ColorByte(210, 180, 80);
private static readonly Color PostRoadColour = ColorByte(180, 155, 70);
private static readonly Color DirtRoadColour = ColorByte(150, 130, 90);
private static readonly Color RailTieColour = ColorByte(120, 100, 80);
private static readonly Color RailColour = ColorByte(80, 65, 50);
private static readonly Color BridgeColour = ColorByte(160, 140, 100);
private Node2D? _tacticalLayer;
private Node2D? _polylineLayer;
private Node2D? _bridgeLayer;
private Node2D? _settlementLayer;
private PanZoomCamera? _camera;
private readonly Dictionary<ChunkCoord, TacticalChunkNode> _chunkNodes = new();
private readonly List<(Line2D line, float baseScreenWidth)> _scaledLines = new();
private bool _initialised;
/// <summary>The camera owned by this node. Caller reads <c>Zoom</c> to
/// pick world-map vs. tactical UI behaviour, and sets <c>Position</c>
/// to follow the player.</summary>
public PanZoomCamera Camera => _camera!;
/// <summary>Initialise from a completed <see cref="WorldGenContext"/>.
/// Idempotent on repeat — second call is a no-op. <paramref name="initialZoom"/>
/// of 0 means "compute fit-to-viewport so the whole world is visible".</summary>
public void Initialize(WorldState world, float initialZoom = 0f)
{
if (_initialised) return;
_initialised = true;
TacticalAtlas.EnsureLoaded();
BuildBiomeSprite(world);
_tacticalLayer = AddNamedLayer("TacticalChunks");
BuildPolylines(world);
BuildBridges(world);
BuildSettlements(world);
AddCamera(initialZoom);
}
public override void _Process(double delta)
{
if (!_initialised) return;
UpdateLayerVisibility();
UpdateZoomScaledNodes();
}
/// <summary>Mount the visual for a freshly-streamed chunk. Caller
/// invokes from a <c>ChunkStreamer.OnChunkLoaded</c> subscription.</summary>
public void AddChunkNode(TacticalChunk chunk)
{
if (_tacticalLayer is null) return;
if (_chunkNodes.ContainsKey(chunk.Coord)) return;
var node = new TacticalChunkNode { Name = $"Chunk{chunk.Coord.X}_{chunk.Coord.Y}" };
_tacticalLayer.AddChild(node);
node.Bind(chunk);
_chunkNodes[chunk.Coord] = node;
}
/// <summary>Tear down a chunk visual on eviction. Caller invokes from
/// <c>ChunkStreamer.OnChunkEvicting</c>.</summary>
public void RemoveChunkNode(TacticalChunk chunk)
{
if (!_chunkNodes.TryGetValue(chunk.Coord, out var node)) return;
node.QueueFree();
_chunkNodes.Remove(chunk.Coord);
}
// ──────────────────────────────────────────────────────────────────────
// Layer construction
private void BuildBiomeSprite(WorldState world)
{
int W = C.WORLD_WIDTH_TILES;
int H = C.WORLD_HEIGHT_TILES;
var palette = new Color[(int)BiomeId.Mangrove + 1];
foreach (var def in world.BiomeDefs!)
{
var (r, g, b) = def.ParsedColor();
int id = (int)ParseBiomeId(def.Id);
if (id >= 0 && id < palette.Length) palette[id] = ColorByte(r, g, b);
}
var image = Image.CreateEmpty(W, H, false, Image.Format.Rgb8);
for (int y = 0; y < H; y++)
for (int x = 0; x < W; x++)
{
int id = (int)world.Tiles[x, y].Biome;
Color c = (id >= 0 && id < palette.Length && palette[id].A > 0f)
? palette[id]
: ColorByte(255, 0, 255);
image.SetPixel(x, y, c);
}
var sprite = new Sprite2D
{
Texture = ImageTexture.CreateFromImage(image),
Centered = false,
Scale = new Vector2(C.WORLD_TILE_PIXELS, C.WORLD_TILE_PIXELS),
TextureFilter = TextureFilterEnum.Nearest,
Name = "Biome",
};
AddChild(sprite);
}
private Node2D AddNamedLayer(string name)
{
var n = new Node2D { Name = name };
AddChild(n);
return n;
}
private void BuildPolylines(WorldState world)
{
_polylineLayer = AddNamedLayer("Polylines");
foreach (var road in world.Roads.OrderBy(RoadDrawRank))
{
var (color, screenPx) = road.RoadClassification switch
{
RoadType.Highway => (HighwayColour, HighwayScreenPx),
RoadType.PostRoad => (PostRoadColour, PostRoadScreenPx),
_ => (DirtRoadColour, DirtRoadScreenPx),
};
AddScaledLine(_polylineLayer, road.Points, color, screenPx);
}
foreach (var river in world.Rivers)
{
var (color, screenPx) = river.RiverClassification switch
{
RiverClass.MajorRiver => (RiverMajorColour, RiverMajorScreenPx),
RiverClass.River => (RiverColour, RiverScreenPx),
_ => (StreamColour, StreamScreenPx),
};
float flowScale = 1f + (river.FlowAccumulation / (float)C.RIVER_MAJOR_THRESHOLD) * 0.3f;
AddScaledLine(_polylineLayer, river.Points, color,
Mathf.Min(screenPx * flowScale, RiverMajorScreenPx * 1.5f));
}
foreach (var rail in world.Rails)
{
AddScaledLine(_polylineLayer, rail.Points, RailTieColour, RailTieScreenPx);
AddScaledLine(_polylineLayer, rail.Points, RailColour, RailLineScreenPx);
}
}
private void BuildBridges(WorldState world)
{
if (world.Bridges.Count == 0) return;
_bridgeLayer = AddNamedLayer("Bridges");
foreach (var bridge in world.Bridges)
{
var line = new Line2D
{
DefaultColor = BridgeColour,
JointMode = Line2D.LineJointMode.Round,
};
line.AddPoint(new Vector2(bridge.Start.X, bridge.Start.Y));
line.AddPoint(new Vector2(bridge.End.X, bridge.End.Y));
_bridgeLayer.AddChild(line);
_scaledLines.Add((line, BridgeScreenPx));
}
}
private void BuildSettlements(WorldState world)
{
if (world.Settlements.Count == 0) return;
_settlementLayer = AddNamedLayer("Settlements");
foreach (var s in world.Settlements)
{
var (colour, tileRadius) = s.Tier switch
{
1 => (ColorByte(255, 215, 0), 2.5f),
2 => (ColorByte(230, 230, 230), 1.8f),
3 => (ColorByte(150, 200, 255), 1.3f),
4 => (ColorByte(200, 200, 200), 0.8f),
_ => (ColorByte(200, 60, 60), 0.7f),
};
float radius = tileRadius * C.WORLD_TILE_PIXELS;
var dot = new SettlementDot
{
Position = new Vector2(
s.TileX * C.WORLD_TILE_PIXELS + C.WORLD_TILE_PIXELS * 0.5f,
s.TileY * C.WORLD_TILE_PIXELS + C.WORLD_TILE_PIXELS * 0.5f),
Radius = radius,
FillColor = colour,
};
_settlementLayer.AddChild(dot);
}
}
private void AddScaledLine(Node2D parent, IReadOnlyList<Vec2> pts, Color colour, float screenPx)
{
var line = new Line2D
{
DefaultColor = colour,
JointMode = Line2D.LineJointMode.Round,
BeginCapMode = Line2D.LineCapMode.Round,
EndCapMode = Line2D.LineCapMode.Round,
Antialiased = false,
};
for (int i = 0; i < pts.Count; i++)
line.AddPoint(new Vector2(pts[i].X, pts[i].Y));
parent.AddChild(line);
_scaledLines.Add((line, screenPx));
}
private void AddCamera(float initialZoom)
{
Vector2 viewport = GetViewport().GetVisibleRect().Size;
Vector2 worldSize = new(
C.WORLD_WIDTH_TILES * C.WORLD_TILE_PIXELS,
C.WORLD_HEIGHT_TILES * C.WORLD_TILE_PIXELS);
float fitZoom = Mathf.Min(viewport.X / worldSize.X, viewport.Y / worldSize.Y) * 0.95f;
float startZoom = initialZoom > 0f ? initialZoom : fitZoom;
_camera = new PanZoomCamera
{
Position = worldSize * 0.5f, // caller can reposition immediately after Initialize
Zoom = new Vector2(startZoom, startZoom),
MinZoom = fitZoom * 0.5f,
MaxZoom = 64f,
};
AddChild(_camera);
_camera.MakeCurrent();
}
// ──────────────────────────────────────────────────────────────────────
// Per-frame updates
private void UpdateLayerVisibility()
{
if (_camera is null) return;
float zoom = _camera.Zoom.X;
bool tactical = zoom >= TacticalRenderZoomMin;
if (_tacticalLayer is not null)
_tacticalLayer.Visible = tactical;
if (_settlementLayer is not null)
_settlementLayer.Visible = zoom < SettlementHideZoom;
// Polylines and bridges are baked into the tactical chunk surface
// tiles by TacticalChunkGen.Pass2_Polylines, so re-stroking the
// Line2D overlay at tactical zoom double-draws the road and shows
// as a brown line over top of the rasterised one. Hide the line
// overlay when tactical is active.
if (_polylineLayer is not null)
_polylineLayer.Visible = !tactical;
if (_bridgeLayer is not null)
_bridgeLayer.Visible = !tactical;
}
private void UpdateZoomScaledNodes()
{
if (_camera is null) return;
float zoom = _camera.Zoom.X;
if (zoom <= 0f) return;
float invZoom = 1f / zoom;
foreach (var (line, baseScreenPx) in _scaledLines)
line.Width = baseScreenPx * invZoom;
}
// ──────────────────────────────────────────────────────────────────────
// Helpers
private static int RoadDrawRank(Polyline r) => r.RoadClassification switch
{
RoadType.Footpath => 0,
RoadType.DirtRoad => 1,
RoadType.PostRoad => 2,
RoadType.Highway => 3,
_ => 1,
};
private static Color ColorByte(byte r, byte g, byte b) =>
new(r / 255f, g / 255f, b / 255f);
private static BiomeId ParseBiomeId(string id) => id.ToLowerInvariant() switch
{
"ocean" => BiomeId.Ocean,
"tundra" => BiomeId.Tundra,
"boreal" => BiomeId.Boreal,
"temperate_deciduous" => BiomeId.TemperateDeciduous,
"temperate_grassland" => BiomeId.TemperateGrassland,
"mountain_alpine" => BiomeId.MountainAlpine,
"mountain_forested" => BiomeId.MountainForested,
"subtropical_forest" => BiomeId.SubtropicalForest,
"wetland" => BiomeId.Wetland,
"coastal" => BiomeId.Coastal,
"river_valley" => BiomeId.RiverValley,
"scrubland" => BiomeId.Scrubland,
"desert_cold" => BiomeId.DesertCold,
"forest_edge" => BiomeId.ForestEdge,
"foothills" => BiomeId.Foothills,
"marsh_edge" => BiomeId.MarshEdge,
"beach" => BiomeId.Beach,
"cliff" => BiomeId.Cliff,
"tidal_flat" => BiomeId.TidalFlat,
"mangrove" => BiomeId.Mangrove,
_ => BiomeId.TemperateGrassland,
};
}