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>
44 KiB
Theriapolis — Godot Port — M7 — Design & Implementation Plan
Play loop screens: WorldGen progress, PlayScreen (seamless world+tactical), Pause, Save/Load, Interaction
Status: Proposed (drafted 2026-05-10).
Targets the codebase state at the close of M6.21 on the port/godot
branch:
- M6 (Title + character creation) shipped through M6.21 — TitleScreen,
Wizard (8 steps), CodexTheme (dark only), CodexCard / CodexStepper /
CodexPopover widgets,
CharacterAssembler.TryBuildproducing a runtimeCharacterand dumpinguser://character.json. - M2 + M4 (world + tactical render) shipped as the
WorldViewdemo scene (Theriapolis.Godot/Rendering/WorldView.cs), runnable via the--world-map <seed>and--tactical <seed> <tx> <ty>CLI flags. It generates the world inline in_Ready, holds the player position as a plainVec2, and has no save / NPC / encounter / interact wiring. Theriapolis.Game/Screens/*is still authoritative for play-loop behaviour (see §3) — every screen we port wraps Core APIs that the MonoGame screens already proved.
Audience: the agent who will land M7. Read §3 (the per-screen behaviour table) and §6 (PlayScreen architecture) before writing code; PlayScreen is ~60% of the milestone and the only screen that needs new plumbing rather than a port. Read §10 (risks) before committing to a sub-milestone date.
Governing docs:
theriapolis-rpg-implementation-plan-godot-port.md§5.M7 — the one-page outline this document expands. The six screens listed there (WorldGenProgress, WorldMap, Play, PauseMenu, SaveLoad, Interaction) set the scope; the exit criterion (load-walk-save-reload bytes-identical against the MonoGame build) is binding.theriapolis-rpg-implementation-plan.md§12 — the binding hard rules. No engine code inTheriapolis.Core, all RNG viaSeededRng, all magic numbers inConstants.cs, determinism contract, linear-feature exclusion. The port changes the rendering host, not the rules.theriapolis-rpg-implementation-plan-phase4.md§3.1 (coordinate model), §3.4 (chunk streaming), §4 (camera + view-mode swap). PlayScreen inherits this contract verbatim fromTheriapolis.Game/Screens/PlayScreen.cs.theriapolis-rpg-implementation-plan-phase5.md§3.4 (encounter lifecycle + mid-combat save), §4.4 (Resolver), §4.6 (DangerZone). M7 must round-trip the encounter snapshot through save/load even though combat HUD is M8 territory — a save written mid-fight by the MonoGame build has to load in the Godot build.theriapolis-rpg-implementation-plan-phase6.md§4.4 (quest engine), §3.2 (no-scene-swap doctrine for buildings — preserved here), §11 (deviations).theriapolis-rpg-implementation-plan-phase6-5.md§3 (level-up flow, SubclassId stamping, feature pool refills), §11 (deviation table). PlayScreen needs to surface "Level Up" affordances from the pause menu exactly as MonoGame'sPauseMenuScreendoes.theriapolis-rpg-implementation-plan-phase7.md§3.1 (dialogue runner contract —start_quest/open_shop/set_flageffects), §3.4 (mid-combat save). InteractionScreen is the only M7 screen that touches Phase-7 systems; shop + combat HUD slip to M8.CLAUDE.md"Seamless Zoom Model" — the world-map vs. tactical distinction is a zoom range, not a screen swap. This is the reason §6 collapses §M7's six screens to four scenes plus one camera mode.
All hard rules from the original plan §12 remain in force.
1. Goals & non-goals
Goals
- Wire
Theriapolis.Coreinto a playable loop inside Godot. A character built by M6 reaches a generated world, walks around at both zoom scales, opens dialogue with an NPC, saves, loads, and quits to title — without any MonoGame artefact in the chain. - Save-format parity with the MonoGame build.
SaveCodecis in Core and untouched. A save written byTheriapolis.Desktoploads in the Godot build with byte-identical replay (player position, clock, killed-spawn-indices, quest state, reputation, mid-combat encounter). Vice versa. SAVE_SCHEMA_VERSION does not bump. - Adopt the codex design system established in M5–M6 across every
M7 screen. HUD, pause overlay, save-slot picker, dialogue history
all draw from
CodexTheme.Build()+ the dark palette + the M5 widgets. No bespoke styling per screen. - Refactor the M2+M4
WorldViewinto a re-usable world node. The demo scene exists; the play screen wraps the same node with the character/clock/streamer/save layer added on top. Worldgen moves out ofWorldView._Readyso the progress screen can drive it on a background thread. - Behavioural parity for every shipped MonoGame screen this milestone covers — see §3 for the per-screen contract.
- All tests still green.
dotnet testruns unchanged; the architecture test continues to forbidMicrosoft.XnaandGodot.*namespaces insideTheriapolis.Core.
Non-goals
- No combat HUD.
CombatHUDScreenis M8. M7's encounter handling is limited to detection (a hostile entering the trigger ring) and save-snapshot round-trip. When a fight would start, M7 either pushes a stub "TODO M8" panel (preferred) or refuses to start and prints a console diagnostic — the user's call during the milestone. - No shop screen.
open_shopdialogue effects are swallowed by InteractionScreen with a "TODO M8" toast. - No inventory / level-up / quest log / reputation / defeated screens. All M8. Pause-menu "★ Level Up" affordance is rendered disabled (with eligible-state tooltip) until M8 lands the LevelUpScreen.
- No new gameplay. No tuning, no balance, no new dialogue trees, no new world content. If a play-test reveals a bug in Core, file it; don't fix it under M7's hood unless it blocks the load/save parity test.
- No isometric tactical view. Captured in
memory/project_isometric_tactical_view.mdas a future exploration; M7 ships orthographic tactical because that's what M4 ships.
2. Why this is the longest M-milestone
§M7 is budgeted 5 days in the godot-port plan, but it is the first milestone where:
- Worldgen runs as part of the user's session (not from a CLI oneshot or a demo entry point);
- A live
Characterfrom M6 has to be attached to a spawned actor; - The Save system round-trips for the first time on the Godot side;
- The dialogue runner (Phase 6 M3) runs against live Core state.
Each of those is independently low-risk because the Core API is
already proven by Theriapolis.Game/Screens/*. The risk is in their
composition — the order PlayScreen calls them and the lifecycle of
the actor/streamer/encounter trio. That risk is concentrated in §6.
3. Per-screen behavioural contract
Each row is a one-line restatement of what the MonoGame screen does; the Godot port preserves the behaviour, not the implementation.
| MonoGame screen | LOC | M7 Godot equivalent | Notes |
|---|---|---|---|
WorldGenProgressScreen.cs |
196 | Scenes/WorldGenProgressScreen.cs |
Background-thread worldgen + per-stage progress bar. Transitions to PlayScreen on completion. |
WorldMapScreen.cs |
188 | Folded into PlayScreen as the zoomed-out camera mode — see §4.2 below. Not a separate scene. |
|
PlayScreen.cs |
908 | Scenes/PlayScreen.cs (the big one) |
Wraps the M2+M4 WorldView; adds player actor, clock, controller, chunk streamer, save layer, HUD, save-toast, F-to-talk, autosave hooks. |
PauseMenuScreen.cs |
195 | Scenes/PauseMenuScreen.cs |
Popup overlay; Resume / Save / Quicksave / Quit. Level-Up entry stays disabled until M8. |
SaveLoadScreen.cs |
143 | Scenes/SaveLoadScreen.cs |
Slot picker. Read-only header parse. Pushed by Title (load) and by Pause (save-as). |
InteractionScreen.cs |
395 | Scenes/InteractionScreen.cs |
Dialogue history + numbered options + scent-literacy overlay. Phase-6 DialogueRunner unchanged. |
ScreenManager.cs |
68 | Replaced by Godot scene tree — see §4.1 below. | |
IScreen.cs |
26 | Deleted. The Initialize/Deactivate/Reactivate lifecycle is subsumed by Godot's _Ready / _ExitTree / _EnterTree + signal wiring. |
|
Platform/SavePaths.cs |
52 | Platform/SavePaths.cs (port verbatim, no MonoGame deps in it today) |
|
Platform/Clipboard.cs |
~30 | Platform/Clipboard.cs — replace TextCopy calls with DisplayServer.ClipboardSet / ClipboardGet. |
Out of M7 scope (deferred to M8 per godot-port §M7 vs §M8 split):
CombatHUDScreen, InventoryScreen, LevelUpScreen, ShopScreen,
QuestLogScreen, ReputationScreen, DefeatedScreen,
DungeonScreen (Phase-7 surface).
4. Architecture
4.1 No ScreenManager — Godot's Control tree replaces it
Theriapolis.Game.Screens.ScreenManager is a Push/Pop stack of
IScreen instances with deferred mutation. Godot's scene tree is
already a stack-like hierarchy with proper input/process pause
semantics, so M7 deletes the abstraction outright.
Replacement model:
- Top-level swap (e.g. Title → WorldGenProgress → Play): the
outgoing scene
QueueFrees itself; the incoming scene is added toMain. TitleScreen already uses this idiom (seeScenes/TitleScreen.cs:OnNewCharacterandSwapBackToTitle). - Overlay (Pause, SaveLoad, Interaction): added as a child
CanvasLayerof the current scene atLayer = 50(UI, above world layers but belowPopoverLayer.Layer = 100). Overlays setprocess_mode = WhenPausedon themselves and callGetTree().Paused = trueon enter,falseon exit. PlayScreen's_Processand_PhysicsProcesshalt automatically while paused. - Popup-within-overlay (slot picker inside Pause): the second
overlay is a child of the first; closing it just
QueueFrees the child. No global "stack" state is needed.
Tree-paused doctrine: Pause/SaveLoad/Interaction all run under
process_mode = WhenPaused so they keep responding to input while
the game clock halts. Sub-controls inside them inherit Inherit
(the default), so the rule cascades automatically.
4.2 The seamless-zoom collapse
CLAUDE.md's "Seamless Zoom Model" — one Camera2D covers world and
tactical via continuous zoom — means there is no observable transition
between "the world map" and "the play view". The MonoGame split into
WorldMapScreen + PlayScreen predated the seamless model and now
exists only because MonoGame's Game1 couldn't easily mode-swap the
input handler.
M7 collapses the two. PlayScreen owns the whole zoom range. The
zoomed-out view is the same scene with the camera at a low zoom
factor; the HUD overlay adapts (the "tactical cursor read-out" block
hides at low zoom; the "click-to-travel" hint shows). This is the
contract the godot-port plan §4.4 already lays out — the M7 doc just
makes it explicit that there is no WorldMapScreen.tscn.
WorldView (the M2+M4 demo) stays as a standalone scene for
debugging — it generates a world and lets you fly around without
character or save state. PlayScreen does not extend or compose
WorldView; instead, the layer-building code (biome image, polylines,
bridges, settlements, chunk streamer wiring) is extracted into a
reusable Rendering/WorldRenderNode.cs that both PlayScreen and
WorldView mount. See §6.2.
4.3 GameSession autoload
Game-wide state that outlives any single scene goes into an autoload
singleton, registered in project.godot as GameSession:
namespace Theriapolis.GodotHost;
public partial class GameSession : Node
{
public ulong Seed;
public WorldGenContext? Ctx; // post-worldgen
public Character? PendingCharacter; // M6 hand-off
public string PendingName = "Wanderer";
public SaveBody? PendingRestore; // load-from-slot hand-off
public SaveHeader? PendingHeader;
}
Why an autoload, not a static class? Godot autoloads participate
in the scene tree lifecycle — _Ready runs once at engine start, the
node is reachable from any scene via GetNode("/root/GameSession"),
and the engine guarantees teardown order. CharacterAssembler.LastBuilt
(a static) works for M6 because nothing else owns the character; once
PlayScreen exists, the live Character flips between "the M6 draft"
and "the actor's component", so an autoload that both read from is
the cleaner cut.
Hand-off contract:
- TitleScreen → WorldGenProgressScreen:
Seedset (12345 default for M7; a seed-entry UI is M8 territory). - M6 wizard → WorldGenProgressScreen:
PendingCharacter,PendingNameset afterCharacterAssembler.TryBuild. The wizard pushesWorldGenProgressScreeninstead of returning to Title. - SaveLoadScreen (load) → WorldGenProgressScreen:
PendingRestore,PendingHeader,Seedset from the deserialised header. - WorldGenProgressScreen → PlayScreen:
Ctxset, plus whichever ofPendingCharacter/PendingRestorewas used. PlayScreen consumes the pending* fields and clears them.
The static CharacterAssembler.LastBuilt continues to exist for
diagnostic / unit-test access; the wizard writes both.
4.4 The architecture test
No change required from M6 — the M0/M1 update to
Architecture/CoreNoDependencyTests.cs (forbid Godot.* in addition
to Microsoft.Xna) already covers M7. The test must remain green at
every commit in this milestone.
4.5 Determinism
Theriapolis.Core is the deterministic boundary. M7 must not
introduce a single System.Random(), DateTime.Now-seeded RNG, or
ad-hoc XorShift in the Godot project. All RNG (e.g. for the
save-flash toast colour cycle if we add one) goes through
Theriapolis.Core.Util.SeededRng with a sub-stream declared in
Constants.cs, even though presentation RNG doesn't have to be
deterministic — keeping the discipline removes the "is this RNG
load-bearing?" judgment call from every future PR.
Per-frame _Process jitter, animation timing, and input-driven
camera pan are non-deterministic by definition and don't go through
SeededRng — those affect rendering only and never feed back into
Core state.
5. WorldGenProgressScreen
5.1 Behaviour
Direct port of Theriapolis.Game/Screens/WorldGenProgressScreen.cs.
Three states:
- Generating: progress bar + "Stage N of 23: HydrologyGenStage"
label, updated from
ctx.ProgressCallbackon a background thread. - Complete: transitions to
PlayScreen. If_savedHeaderis set, compare stage hashes (soft warning, not a hard fail — same as the MonoGame source). - Error: display the exception, halt on Escape. Write the full
trace to
user://worldgen_error.logfor post-mortem.
5.2 Layout
Centre-screen VBoxContainer mounted in a Control filling the
viewport. Three labels:
- Title:
"Generating world... (seed: 0x{seed:X})"—CodexTitlevariation. - Progress bar: a
ProgressBarwithMinValue=0,MaxValue=1and custom theme stylebox to match the codex (parchment-rule outline + gild fill). A textual "[#### ] 40%" fallback is not needed becauseProgressBaris Godot-native. - Stage label: the active stage name, body-text size.
Dark theme only (M5 contract); no theme switcher.
5.3 Threading
public override void _Ready()
{
BuildUI();
StartGeneration(); // spawns System.Threading.Tasks.Task
}
public override void _Process(double delta)
{
// Pump progress + completion check from the worker into UI.
if (_error is not null) { ShowError(); return; }
if (_complete) { Transition(); return; }
_progressBar.Value = _progress;
_stageLabel.Text = _stageName;
}
Same volatile-field hand-off pattern as the MonoGame source. Godot's
_Process runs on the main thread; the worker only mutates
volatile float _progress / volatile string _stageName / volatile bool _complete / volatile string? _error. No locks needed.
5.4 Transition
private void Transition()
{
var session = GetNode<GameSession>("/root/GameSession");
session.Ctx = _ctx;
SwapTo(new PlayScreen());
}
SwapTo is the same idiom TitleScreen uses: clear sibling nodes,
add the new scene, QueueFree self.
5.5 Edge cases
- Escape during generation: queue a cancellation token and check it from the worker. Worldgen stages are non-cancellable mid-stage, so the cancel is honoured at the next stage boundary (≤ 2s in practice). On cancel, return to Title.
- App quit during generation: Godot calls
_ExitTreebefore shutdown; pass the cancellation token through_ExitTreeso the worker exits cleanly. Worldgen drops its half-builtWorldStatefor GC; no on-disk state to clean up. - Stage-hash mismatch: log via
GD.PushWarningfor the same "soft warning" semantics as the MonoGame source. Do not block load.
6. PlayScreen
The hinge of M7. ~60% of the milestone's effort lives here.
6.1 Scope
PlayScreen owns:
- The Camera2D + zoom range (seamless world ↔ tactical).
- The biome backdrop, polylines, bridges, settlements (M2+M4 layers
via
WorldRenderNode). - The chunk streamer + tactical chunk nodes (M4 work, currently in
WorldView). - The player actor (from M6's
CharacterAssembleror from a save). - NPC actors (spawned by chunk-load events; despawned on chunk eviction).
- The world clock.
- The player controller (mouse-click travel, WASD step).
- The HUD overlay (codex-styled; see §6.7).
- The interact prompt + dialogue push (F).
- The autosave / quicksave / save-as plumbing.
- The encounter trigger detector (Phase 5 M5) — but the push to CombatHUD is M8.
6.2 WorldRenderNode extraction
Move from WorldView to a new Rendering/WorldRenderNode.cs the
following purely-rendering work:
BuildBiomeSprite(the 256×256 biome image)BuildPolylines(rivers/roads/rails)BuildBridgesBuildSettlements- The
_scaledLineslist +UpdateZoomScaledNodesper-frame width recalc UpdateLayerVisibility(tactical vs settlements hide thresholds)- Chunk streamer ownership +
AddChunkNode/RemoveChunkNode StreamIfTactical(driven by an external "current zoom" reading)
What stays in WorldView (the demo): the standalone-mode entry
point, the demo player marker, the standalone movement code.
What stays outside WorldRenderNode and lives in PlayScreen
instead: the ActorManager driving live player + NPC sprites, the
PlayerController, the clock tick, the save layer, the HUD.
Signal surface of WorldRenderNode (the cuts between rendering
and game state):
[Signal] public delegate void ChunkLoadedEventHandler(int cx, int cy);
[Signal] public delegate void ChunkEvictingEventHandler(int cx, int cy);
public void Initialize(WorldGenContext ctx, ChunkStreamer streamer);
public void SetPlayerPosition(Vec2 worldPx); // for streamer follow
public void SetZoomTier(ZoomTier tier); // controls layer visibility
public Camera2D Camera { get; } // PlayScreen reads this
ChunkStreamer ownership moves out of WorldView and into
PlayScreen — PlayScreen needs to subscribe to chunk events to know
when to spawn/despawn NPCs (per Phase 5 M5), so the streamer is
better owned at the game-state layer and injected into
WorldRenderNode.
6.3 Initialisation order
This is the order that matters; deviating from it breaks restore-
from-save in subtle ways. The MonoGame source (PlayScreen.Initialize,
lines 145–233) is the reference contract.
1. ctx = GameSession.Ctx (already worldgen-complete)
2. Build Camera2D node, attach to scene tree
3. Build WorldRenderNode, hand it ctx
4. Build content resolver: ContentResolver(ContentLoader(dataDir))
5. Build chunk streamer: new ChunkStreamer(seed, world, deltas,
content.Settlements)
6. Build ActorManager + WorldClock + InMemoryChunkDeltaStore
7. Build AnchorRegistry; RegisterAllAnchors(world)
8. Build QuestContext (Phase 6 M4 — wraps content/actors/rep/flags/...)
9. Wire chunk events: streamer.OnChunkLoaded += HandleChunkLoaded;
streamer.OnChunkEvicting += HandleChunkEvicting
10. If restore:
ApplyRestoredBody(GameSession.PendingRestore)
else if new game from M6:
actor = ActorManager.SpawnPlayer(spawn, PendingCharacter)
actor.Name = PendingName
else:
actor = ActorManager.SpawnPlayer(ChooseSpawn(world))
11. Build PlayerController; wire TacticalIsWalkable to streamer.SampleTile
12. Centre camera on player; pick a comfortable initial zoom
13. Build HUD overlay (§6.7)
14. If restore had a pending encounter:
streamer.EnsureLoadedAround(player.Position, TACTICAL_WINDOW_WORLD_TILES)
RestoreEncounter(...) — pushes the M8 combat overlay; M7 stubs
Steps 1–13 are deterministic and stage-ordered exactly as MonoGame's
Initialize. Step 14 is the deferred mid-combat restore that Phase 5
M5 introduced; M7 wires it but the M8 CombatHUD push is the stub.
6.4 PlayerController port
Theriapolis.Game/Input/PlayerController.cs — verify it has no
MonoGame deps (it shouldn't; movement is in world-pixel space and the
input adapter feeds it Vec2 deltas). Port the small wrapper that
reads Input.IsKeyPressed(Key.W) etc. into a PlayerInputAdapter and
hand it to the controller. Click-to-travel uses Godot's
InputEventMouseButton events routed through _UnhandledInput —
PlayScreen converts screen→world via the camera (the same
ScreenToWorld math as MonoGame, just camera.GetCanvasTransform()
on the Godot side).
Key bindings (provisional; final InputMap.tres lands in M9):
- W A S D / Arrows: pan camera at low zoom, step actor at tactical zoom.
- Left-drag: pan camera.
- Mouse-wheel: zoom (towards cursor) — already implemented in
PanZoomCamera. - Left-click on tile: world-map mode → request travel to tile.
- F: talk to interact candidate (push InteractionScreen).
- Tab: open inventory — disabled in M7 (toast "Inventory ships with M8") so the binding is reserved but not dead.
- R: open reputation — disabled in M7.
- J: open quest journal — disabled in M7.
- F5: quicksave to autosave slot.
- Esc: push PauseMenuScreen.
6.5 Save / load round-trip
SaveCodec / SaveHeader / SaveBody are in
Theriapolis.Core.Persistence and untouched. SavePaths is the only
piece that ports — move from Theriapolis.Game/Platform/SavePaths.cs
to Theriapolis.Godot/Platform/SavePaths.cs, no API changes. The
default save directory (%LOCALAPPDATA%/Theriapolis/Saves on Windows,
~/Library/Application Support/Theriapolis/Saves on macOS,
$XDG_DATA_HOME/Theriapolis/saves on Linux) is deliberately
identical to MonoGame's, so a save written by either build is
discoverable by the other. This is the binding constraint behind the
M7 exit criterion (load-walk-save-reload bytes-identical).
Save body capture (CaptureBody, PlayScreen.cs:351–392) ports
verbatim — every line is Core API.
Save body restore (ApplyRestoredBody, PlayScreen.cs:297–348)
likewise verbatim. The one wrinkle is the deferred encounter restore:
_pendingEncounterRestore is set in step 10, but the actual call to
RestoreEncounter happens after EnsureLoadedAround so the NPC
actors that the encounter references exist. The MonoGame source does
this at the end of Initialize; M7 does the same.
Save flash toast — when a save completes (or fails), surface a
2.5-second floating label at the bottom-centre of the screen. M7 uses
a Label + Tween to fade alpha; sized to the codex body font. The
toast text mirrors the MonoGame source exactly:
- "Saved to slot_03.trps" on slot save
- "Quicksaved." on F5
- "Save failed: {message}" on exception
6.6 Encounter / interact tick
Per-tick logic (TickEncounterAndInteract, PlayScreen.cs:455–489)
runs only when camera.zoom >= TacticalRenderZoomMin (the M4
threshold), per the MonoGame source's _camera.Mode == ViewMode.Tactical
guard. PlayScreen reads the current zoom from WorldRenderNode.Camera
each tick.
- Quest engine tick.
_questEngine.Tick(_questCtx). Cheap, runs every frame in tactical mode. - Faction aggression update.
FactionAggression.UpdateAllegiances(...). Same. - Hostile detection.
EncounterTrigger.FindHostileTrigger(actors)— returns the closest hostile in the trigger ring, or null. - Interact candidate.
EncounterTrigger.FindInteractCandidate(actors)— friendly/neutral in the interact ring.
On hostile detection, M7's stub:
GD.Print($"[encounter] Would start fight with {hostile.DisplayName}");
ShowToast("Combat HUD lands with M8 — encounter logged.");
// Save the autosave anyway so M8 testing has fresh combat starts.
SaveTo(SavePaths.AutosavePath());
(The exact stub form — whether to halt the actor, prevent further movement, or just log — is a user call at milestone kickoff. Default proposal: log + autosave + allow movement to continue, so M7 testing isn't blocked by every wolf encounter freezing the screen.)
On interact-candidate F-press: push InteractionScreen as a
CanvasLayer overlay. The play tree pauses; the dialogue handles its
own input.
6.7 HUD overlay
The MonoGame HUD is a single Label with a black-180-alpha background
at the top-left:
{PlayerName} HP {hp}/{max} AC {ac} [encumbered]
Seed: 0x{seed}
Player: ({tx},{ty}) {biome}
Cursor: ({cx},{cy}) ...
View: WorldMap zoom=0.5
Time: Day 12, 14:32:08
Click a tile to travel. Mouse-wheel in for tactical.
F5 = Quicksave · TAB = Inventory · ESC = Pause Menu
[F] Talk to Innkeeper Marra (Friendly +6)
clade +2 size 0 faction +1 personal +3
[ Saved to slot_03.trps ]
The Godot port preserves the same content but applies codex styling:
- Mount as a child
CanvasLayer(Layer = 50) so it floats above the world but below popovers and pause overlays. - Anchor a
PanelContainerto the top-left,MarginContainer 12px,StyleBoxFlatfrom the codex theme'sCardvariation but with the dark palette'sBg2colour at 0.78 alpha (mirrors the MonoGame black-180 background). - Body text uses the
CardBodyvariation (Crimson Pro). Lines that show key bindings useEyebrow(smaller, ink-mute). - The interact prompt block animates in/out via alpha tween when the candidate changes — same data, just less jarring than instant.
Save-flash toast is a separate Label mounted at bottom-centre,
NOT inside the HUD panel — keeps the HUD's bounds stable when the
toast appears.
6.8 Zoom-mode UI changes
At zoomed-out (world-map) zoom levels:
- Cursor read-out shows
Tile (tx, ty), no tactical surface info. - "Click a tile to travel" hint visible.
- Tactical chunk nodes hidden by
WorldRenderNode.UpdateLayerVisibility.
At zoomed-in (tactical) zoom levels:
- Cursor read-out shows
Tile (cx, cy) Surface: grass (v2) Deco: shrub Move: walkable. - "WASD to step" hint visible.
- Settlement dots hidden; tactical chunks visible.
- Encounter/interact tick runs.
The transition is continuous (the camera's Zoom.X is a float, no
threshold flip); only the hint text and the streamer activity
gate on the zoom range. The MonoGame ViewMode enum can be ported
verbatim or replaced with float Camera.Zoom >= THRESHOLD direct
reads; M7 chooses direct reads because there is no Godot-side
abstraction to maintain.
6.9 What PlayScreen does NOT do
For clarity (and to keep the §6 surface bounded):
- It does not own the inventory UI —
Tabopens nothing in M7. - It does not run level-up — Pause menu's "★ Level Up" button is rendered disabled with a "Available in M8" tooltip.
- It does not push CombatHUD — see §6.6 stub.
- It does not own the world-gen pipeline — that lives in WorldGenProgressScreen.
- It does not own the dialogue runner — that lives in
InteractionScreen. PlayScreen only pushes the overlay; the overlay
reads back via the same
GetParent() as PlayScreenpattern the MonoGame source uses.
7. PauseMenuScreen
7.1 Behaviour
Direct port of Theriapolis.Game/Screens/PauseMenuScreen.cs. Two
sub-states: main menu and slot picker. ESC backs out of slot picker
to main, then closes the overlay.
7.2 Layout
Mount as a CanvasLayer child of PlayScreen with Layer = 50 and
process_mode = WhenPaused. On enter: GetTree().Paused = true.
On exit: GetTree().Paused = false.
The main panel is a centred PanelContainer over a half-opaque
black backdrop (so the world is still legibly visible behind it).
Button stack reuses M6's MakeMenuButton(text, primary) from
TitleScreen.cs:96.
Button rows:
- Resume (primary) — pops the overlay.
- ★ Level Up (N → N+1) — visible only when
LevelUpFlow.CanLevelUp(pc)returns true. Disabled in M7 with a tooltip "Level-up screen ships with M8". - Save Game — flips to the slot picker sub-state.
- Quicksave (autosave slot) — calls
playScreen.SaveTo(AutosavePath()). - Quit to Title — autosaves first (matches MonoGame), then double-pop (Pause → Play → Title).
Status label below the button stack displays the most recent "Quicksaved." / "Save failed." string for 2.5 seconds (same timer as the in-HUD flash).
7.3 Slot picker sub-state
Replace the panel's VBoxContainer contents with the slot list:
for i in 1..C.SAVE_SLOT_COUNT: row label = "Slot 02 — Folio II, Hightown, Day 12 14:32". Reads the slot's header viaSaveCodec.DeserializeHeaderOnly(bytes); failing reads label "Slot 02 — ". Empty slots label "Slot 02 — ".- Click writes via
playScreen.SaveTo(SavePaths.SlotPath(i)), shows the toast, returns to the main panel. - Back button restores the main panel.
7.4 Edge cases
- ESC during slot picker: back to main panel, not close.
- ESC during main: close overlay (resume).
- Pause-while-paused: PlayScreen's Esc handler is gated on
GetTree().Paused == false; pause-while-paused is impossible. - Quit-to-Title autosave failure: still proceed to Title (the MonoGame source does this) — the user's intent is "leave" and a blocked exit is worse than a blocked save.
8. SaveLoadScreen
8.1 Behaviour
Read-only slot picker for load (M7 scope). Pushed by TitleScreen's
"Continue" entry point — which today is a GD.Print stub
(TitleScreen.cs:OnContinue) and gates on
FileAccess.FileExists(CharacterAssembler.PersistedStatePath). M7
replaces both:
- "Continue" enables when any slot under
SavesDirhas a compatible header —Directory.EnumerateFiles(savesDir, "*.trps")SaveCodec.IsCompatible(header).
- "Continue" push goes to SaveLoadScreen, not to a stub print.
8.2 Layout
Same CanvasLayer overlay pattern as Pause. Heading "LOAD GAME"
(CodexTitle), then a VBoxContainer with one row per slot:
- Autosave row first.
Slot 01..C.SAVE_SLOT_COUNTafter.- Each row: a
Button(Card variation) with the slot label, disabled when empty/unreadable/incompatible. - Footer: Back button → pop overlay (back to Title).
8.3 Slot label format
Exactly mirrors MonoGame: header.SlotLabel() is a Core method that
formats "{PlayerName} · Folio {Tier}, Day {DayN} {Time}". M7 calls
it unchanged.
8.4 Load flow
private void LoadSlot(string path)
{
var bytes = File.ReadAllBytes(path);
var (header, body) = SaveCodec.Deserialize(bytes);
if (!SaveCodec.IsCompatible(header)) { /* error label */ return; }
var session = GetNode<GameSession>("/root/GameSession");
session.Seed = header.ParseSeed();
session.PendingRestore = body;
session.PendingHeader = header;
// Swap Title → WorldGenProgress → PlayScreen.
var main = GetTree().Root.GetNode("Main");
foreach (Node c in main.GetChildren()) c.QueueFree();
main.AddChild(new WorldGenProgressScreen());
QueueFree();
}
8.5 Save-from-game
Out of scope here — that path lives inside Pause (§7.3). Splitting save-from-title and save-from-game keeps each picker single-purpose.
9. InteractionScreen
9.1 Behaviour
Direct port of Theriapolis.Game/Screens/InteractionScreen.cs (395
lines, biggest text-rendering surface after character creation).
9.2 Layout
CanvasLayer overlay (Layer = 50, process_mode = WhenPaused).
Centre panel ~760 px wide; three vertical zones:
- Header — NPC name (
CodexTitle-mid), role line ("Innkeeper of Millhaven"), bias-profile + disposition tag, optional Scent Literacy overlay (⊙ Scent: ...). - History — last
C.DIALOGUE_HISTORY_LINESentries from_runner.History, eachLabelwithAutowrapMode = WordSmartand a per-speaker text colour:- NPC:
palette.Ink - PC: pale blue (matches MonoGame
Color(170, 200, 220)) - Narration: muted green (matches
Color(160, 180, 140))
- NPC:
- Options — numbered buttons (
1. ...,2. ...), one per visible option from_runner.VisibleOptions(). Skill-check options render[STR DC 12] ...prefix. Capped atC.DIALOGUE_MAX_OPTIONS_PER_NODE(the Core constant).
Footer: "(1-9 to choose · Esc to leave · F also closes)".
9.3 DialogueRunner construction
Same as MonoGame (TryBuildRunner at InteractionScreen.cs:59):
var ctx = new DialogueContext(npc, pc, playScreen.Reputation,
playScreen.Flags, content)
{
PlayerWorldTileX = (int)(playerPos.X / C.WORLD_TILE_PIXELS),
PlayerWorldTileY = (int)(playerPos.Y / C.WORLD_TILE_PIXELS),
WorldClockSeconds = playScreen.ClockSeconds(),
};
return new DialogueRunner(tree, ctx, playScreen.WorldSeed());
PlayScreen exposes Reputation, Flags, World, WorldSeed, etc.
via internal properties — port the same accessor pattern from the
MonoGame source (lines 62–89).
9.4 Effect routing
DialogueRunner.ChooseOption(idx) mutates the runner's context. M7
must drain three effect channels after each choice:
start_quest—context.StartQuestRequestsholds quest ids to start. Loop, callingplayScreen.QuestEngine.Start(qid, qctx)for each; clear the list.open_shop—context.ShopRequested == truemeans push the ShopScreen. M7 stub: show a toast "Shop opens with M8 — Marra waits patiently" and clear the flag.set_flag/ others — already applied toplayScreen.Flagsby the runner; no work for the screen.
9.5 Input
- Number keys (1-9, both top-row and numpad): pick option N.
- Enter: dismiss when
_runner.IsOver. - ESC or F: close overlay (matches MonoGame).
Edge-detect ALL key presses — a held key must not fire twice. M7
mirrors the MonoGame _numWasDown[10] array pattern.
9.6 Stub NPCs
When _runner is null (NPC has no dialogue tree), the panel renders
the MonoGame fallback verbatim: "(They have nothing to say yet.)" +
"— No dialogue tree authored for this NPC yet." + a single "1. Goodbye"
button.
10. Risks
High
- Save-format parity break. A subtle Godot-side reorder (e.g.
capturing actor position after a Tween animation lerp completes
vs. at tick boundary) could shift a save by one tick and break the
exit-criterion bytes-identical test. Mitigation: always capture
from Core data, never from Godot transforms. The MonoGame source
reads
_actors.Player.Position(a CoreVec2), not the sprite's on-screen position. Port that discipline. - Tree-paused gotchas. Setting
GetTree().Paused = truehalts_Processon every non-WhenPausednode, including_Tweenanimations on the HUD. If the save-flash toast tweens its alpha while paused, it'll freeze mid-fade. Mitigation: the toast lives on the pause overlay'sCanvasLayerand inheritsWhenPaused, OR the toast is implemented via_Process(delta)decay on PlayScreen itself withprocess_mode = Alwaysset only on the toast. Pick one during M7.1 prototype and stick with it. - Mid-combat save restore. Phase 5 M5's deferred encounter
rehydration (PlayScreen.cs:227–232) only works if the chunk-load
signal fires synchronously when
EnsureLoadedAroundis called from Initialize. Godot's signal dispatch is synchronous for directEmitSignalcalls within the same frame, so this should work — but verify with a unit-test save covering the encounter-in-progress case before declaring the exit criterion met.
Medium
- Multiple input adapters. PlayerController, the camera pan/zoom
logic, and the overlay screens all read input differently. Without
a single adapter, F5/ESC handling can race the pause overlay's own
ESC handler. Mitigation: PlayScreen consumes input only via
_UnhandledInput(events propagate from leaf to root, so an open overlay's_GuiInputconsumes first). Overlays mustAcceptEvent()on the input event they handle. - Chunk streamer ownership. Today the streamer lives in
WorldView. Moving it to PlayScreen for M7 meansWorldVieweither (a) still has its own streamer for the demo path or (b) gets retired in favour of running PlayScreen with a stub character. Option (a) preserves the demo entry points; option (b) is cleaner but means--world-map/--tacticalCLI flags lose their meaning. Recommendation: (a) —WorldViewkeeps its own streamer; the shared code isWorldRenderNode, not the streamer.
Low
- Codex theme parity at low zoom. The HUD overlay was designed
against tactical-zoom screenshots; at very low zoom, the world is
visually dominated by parchment-ish biome colours that may clash
with the dark palette HUD. Mitigation: the HUD's
Bg2background is already at 0.78 alpha so the world bleeds through; that should be enough.
11. Verification
11.1 Manual exit criterion
The godot-port plan's binding criterion (§5.M7):
"Load a save from the MonoGame build, walk around, save, reload — bytes identical."
Reproduce as follows:
- Build
Theriapolis.Desktop(MonoGame) andTheriapolis.Godot. - In the MonoGame build, start a new game (seed 12345), name the character "M7Test", walk three tiles east, F5 quicksave, quit.
- Verify
autosave.trpsexists in the sharedSavesDir. - Launch the Godot build, click Continue, pick the autosave row, confirm the character spawns at the expected tile.
- Walk one tile north in the Godot build, F5 quicksave again.
- Quit. Launch the MonoGame build. Continue → autosave. Confirm character is at the expected tile (3E, 1N from spawn).
- Diff the autosave bytes from step 5 with a fresh autosave taken from MonoGame after the same input sequence. They must be identical. Any mismatch is a regression.
A scripted version of this test (driving each build via its CLI smoke-test flags) would be ideal but is not an M7 deliverable — add to the M9 platform-layer milestone if it's needed for CI.
11.2 Per-sub-milestone tests
For each sub-milestone in §12, the agent must run dotnet test
before committing. The architecture test, every determinism test,
and every existing save-round-trip test must remain green. M7 does
not add new tests to Theriapolis.Tests because every screen behaviour
is already covered by the underlying Core tests; the Godot-side
scene wiring tests live in the manual exit criterion above.
If dotnet test runs >7 minutes, that's expected — the test suite is
expensive and that's an M7 unrelated concern.
11.3 Smoke tests to add
Main.cs already has a --smoke-test <seed> flag (SmokeTest.Run,
M0-vintage). Extend it for M7:
--smoke-play <seed>— boot through TitleScreen → New Character → all-default wizard → PlayScreen with a 5-second walk; verify no exception; quit 0.--smoke-load <slot-path>— load the given save, walk five tiles, re-save, verify byte-equality with an oracle run.
Both are optional — useful for CI but not blocking M7's exit.
12. Sub-milestones
5 calendar days at the godot-port plan's pace. Sub-milestones are incrementally demoable; each ends at a usable state.
M7.1 — WorldGenProgressScreen (½ day)
- Port the MonoGame screen.
- Wire the autoload
GameSession(§4.3). - Replace the wizard's M6 hand-off so "Confirm & Begin" pushes
WorldGenProgressScreen with
GameSession.PendingCharacterset, not a debug print. - Demoable: from the wizard, hitting Confirm produces a working
progress bar that runs the 23-stage pipeline and prints the final
WorldState summary. Transition target is a placeholder
PlayScreenStubthat just labels "PlayScreen lands in M7.2".
M7.2 — PlayScreen skeleton + WorldRenderNode extraction (1½ days)
- Extract
WorldRenderNodefromWorldView(§6.2). - Build PlayScreen with the M6.X hand-off path (new character, no restore). Player actor spawns, walks, camera follows. No save, no NPCs yet.
- Wire chunk streamer at PlayScreen level; NPCs spawn from chunk-load events. No encounter trigger / interact prompt yet.
- HUD overlay shows the player block, seed, tile coords, time, hints.
- Demoable: full Title → Wizard → WorldGen → Play loop with a walking character.
M7.3 — Save / load (1 day)
- Port
SavePathstoTheriapolis.Godot/Platform/. - Implement
PlayScreen.SaveTo(path)(verbatim from MonoGame). - Implement
ApplyRestoredBody(verbatim). - Build SaveLoadScreen (§8). Wire Title → SaveLoadScreen.
- F5 quicksave works in PlayScreen.
- Demoable: save, restart Godot, load, character is back where it was. Manual byte-diff against MonoGame save passes.
M7.4 — PauseMenuScreen + save-from-pause (½ day)
- Port PauseMenuScreen (§7).
- Slot picker reuses the SaveLoadScreen layout but in write mode. Decide at this point whether to share code or copy — recommend copy because the read vs. write call sites diverge (load swaps scenes; save stays in place).
- ★ Level Up button visible-but-disabled.
- Demoable: Esc opens pause, Save Game writes to chosen slot, Quit to Title autosaves and returns.
M7.5 — Interact + dialogue (1 day)
- Port InteractionScreen (§9).
- Wire
EncounterTrigger.FindInteractCandidateinto PlayScreen's tactical-mode tick. - Wire F-press → push overlay.
- Implement the
start_questdrain and theopen_shopstub toast. - Demoable: walk up to an NPC, press F, see their dialogue, choose
options, exit. Quest journal entries land in
_questEngineeven though the journal UI is M8.
M7.6 — Polish + parity test (½ day)
- Save-flash toast (§6.5).
- Encounter-detection stub for hostiles (§6.6).
- Mid-combat save round-trip (§6.3 step 14) — the encounter is captured on save and restored on load; the push to CombatHUD is the M8 stub.
- Run the §11.1 exit-criterion test against the MonoGame build.
- Decide with the user: do we accept the §6.6 hostile stub (default), or block the milestone on it?
13. Open questions
These need a user decision before or during M7 kickoff; M7 ships under the default if no decision is made.
- Hostile-encounter stub form. Log + autosave + allow movement (default), or hard-halt the actor at the trigger?
- WorldView demo retention. Keep
--world-map/--tacticalflags as standalone scenes (default), or fold them into PlayScreen with a--demoflag that mounts a stub character? - HUD typography density. Match MonoGame's tight 7-line block (default), or break into a top bar + right-rail layout? The right-rail would echo M6's Aside but costs ~½ day. Recommend default.
- Save-slot picker code sharing. Share between Title-load and Pause-save (one widget, two modes), or copy. Recommend copy (see M7.4).
14. What lands at the end of M7
- One playable session from Title → Wizard → World → Play, with save/load round-trip against MonoGame.
- Four new Godot scenes: WorldGenProgressScreen, PlayScreen, PauseMenuScreen, SaveLoadScreen, InteractionScreen. (Five, if you count InteractionScreen separately from PlayScreen — which §3 does.)
- One refactor:
WorldView→WorldRenderNode+ a thin demo shell. - One autoload:
GameSession. - One platform port:
SavePaths.cs. - No new Core code beyond what's already in main.
When this milestone closes, the only screens missing from a complete play-loop port are the M8 set (Combat HUD, Inventory, Level Up, Shop, Quest Log, Reputation, Defeated, Dungeon) — each of which has a working stub or disabled affordance after M7.