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>
44 lines
1.7 KiB
C#
44 lines
1.7 KiB
C#
using Godot;
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using System.IO;
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using System.Linq;
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using Theriapolis.Core.World.Generation;
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using Theriapolis.GodotHost.Platform;
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namespace Theriapolis.GodotHost;
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/// <summary>
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/// M1 determinism oracle. Runs the full Core worldgen pipeline from inside
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/// the Godot process and prints FNV hashes. Output must match
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/// <c>dotnet run --project Theriapolis.Tools -- worldgen-hash --seed N</c>
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/// byte-for-byte. This proves Core works untouched under Godot's csproj.
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/// </summary>
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public static class SmokeTest
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{
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public static int Run(ulong seed)
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{
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string dataDir = ContentPaths.DataDir;
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if (!Directory.Exists(dataDir))
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{
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GD.PrintErr($"[smoke-test] Data directory not found: {dataDir}");
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return 1;
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}
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GD.Print($"[smoke-test] seed=0x{seed:X} data-dir={dataDir}");
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var ctx = new WorldGenContext(seed, dataDir);
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WorldGenerator.RunAll(ctx);
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var w = ctx.World;
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GD.Print($"[smoke-test] === FNV hashes ===");
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GD.Print($"[smoke-test] elevation = 0x{w.HashElevation():X16}");
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GD.Print($"[smoke-test] moisture = 0x{w.HashMoisture():X16}");
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GD.Print($"[smoke-test] temperature = 0x{w.HashTemperature():X16}");
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GD.Print($"[smoke-test] biomes = 0x{w.HashBiomes():X16}");
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GD.Print($"[smoke-test] settlements = 0x{w.HashSettlements():X16}");
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GD.Print($"[smoke-test] polylines = 0x{w.HashPolylines():X16}");
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GD.Print($"[smoke-test] === Per-stage hashes ({w.StageHashes.Count}) ===");
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foreach (var kv in w.StageHashes.OrderBy(k => k.Key, System.StringComparer.Ordinal))
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GD.Print($"[smoke-test] {kv.Key,-32} = 0x{kv.Value:X16}");
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return 0;
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}
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}
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