a23cf8bd97
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>
86 lines
2.6 KiB
C#
86 lines
2.6 KiB
C#
using Godot;
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using Theriapolis.GodotHost.Platform;
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using Theriapolis.GodotHost.Rendering;
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namespace Theriapolis.GodotHost;
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public partial class Main : Node
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{
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public override void _Ready()
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{
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// GetCmdlineArgs returns every arg (Godot's own flags + ours);
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// GetCmdlineUserArgs only returns args after a "--" separator.
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// Use the union so users don't have to remember the separator.
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var userArgs = OS.GetCmdlineUserArgs();
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var allArgs = OS.GetCmdlineArgs();
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var args = new string[userArgs.Length + allArgs.Length];
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userArgs.CopyTo(args, 0);
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allArgs.CopyTo(args, userArgs.Length);
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ulong? smokeTestSeed = null;
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ulong? worldMapSeed = null;
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bool runAssetTest = false;
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for (int i = 0; i < args.Length; i++)
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{
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if (args[i] == "--smoke-test")
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{
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ulong seed = 12345UL;
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if (i + 1 < args.Length && ulong.TryParse(args[i + 1], out var parsed))
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seed = parsed;
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smokeTestSeed = seed;
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break;
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}
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if (args[i] == "--asset-test")
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{
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runAssetTest = true;
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break;
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}
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if (args[i] == "--world-map")
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{
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ulong seed = 12345UL;
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if (i + 1 < args.Length && ulong.TryParse(args[i + 1], out var parsed))
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seed = parsed;
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worldMapSeed = seed;
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break;
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}
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}
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if (smokeTestSeed.HasValue)
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{
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int code = SmokeTest.Run(smokeTestSeed.Value);
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GetTree().Quit(code);
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return;
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}
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if (runAssetTest)
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{
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int code = AssetTest.Run();
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GetTree().Quit(code);
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return;
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}
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if (worldMapSeed.HasValue)
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{
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// Replace the M0 hello-world children with the M2 world-map view.
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foreach (Node child in GetChildren())
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child.QueueFree();
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AddChild(new WorldMapView(worldMapSeed.Value));
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return;
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}
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GD.Print("Theriapolis.Godot host ready (M0 hello-world).");
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}
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public override void _UnhandledInput(InputEvent @event)
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{
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if (@event.IsActionPressed("ui_toggle_fullscreen"))
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{
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var mode = DisplayServer.WindowGetMode();
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DisplayServer.WindowSetMode(
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mode == DisplayServer.WindowMode.Fullscreen
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? DisplayServer.WindowMode.Windowed
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: DisplayServer.WindowMode.Fullscreen);
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}
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}
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}
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