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