a802fb318f
EncounterTrigger.FindHostileTrigger now polls each tactical-mode
tick. Edge-detected by NPC actor id: a fresh hostile entering
ENCOUNTER_TRIGGER_TILES range fires the stub exactly once — console
log with name/allegiance/template, save-flash toast "Combat HUD
lands with M8 — encounter logged: {name}". Player keeps moving;
the same hostile won't re-fire until you've left the trigger ring
and come back.
Deviation from the M7 plan §6.6: the plan proposed autosaving on
hostile detect so M8 testing would have fresh combat starts. Wired
that, then walked into a wolf and got a respawn loop — SaveTo →
CaptureBody → _streamer.FlushAll evicts every loaded chunk → NPCs
respawn with fresh actor ids on the next tactical tick → fresh id
breaks edge detection → stub re-fires → autosave again → loop. The
visible symptom was grey untiled chunks and a screen-filling red
blob (an unscaled NPC marker on the spawn frame at zoom 32 renders
at ~307 screen px radius). M8 owns combat-start autosave anyway:
at that point CombatHUDScreen captures combatant state before
FlushAll, so the loop can't form. Removed the SaveTo here; comment
in code records the reason.
Marker scale stamped at construction. NPCs spawn inside _Process
(EnsureLoadedAround → OnChunkLoaded → MountNpcMarker) *after* the
per-frame counter-scale loop has already iterated _npcMarkers, so
a new marker would render at Scale=(1,1) for one frame. New
CounterScaleVec() helper reads the current camera zoom and is
stamped into Scale at marker construction (both PlayerMarker on
spawn/restore and every NpcMarker). The player path also reorders
SetInitialZoom to run BEFORE the player marker constructs so the
counter-scale picks the post-zoom value rather than the fit-zoom
default.
That closes the M7 milestone — title → wizard → worldgen → play →
pause / save / load / dialogue / hostile-stub all wired, only the
M7.4 polish items left were the bugs surfaced in play-testing.
Next: §11.1 cross-build save-bytes parity test (user-driven), then
M8 (combat HUD, inventory, level-up, shop, quest log, dungeon).
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
200 lines
7.9 KiB
C#
200 lines
7.9 KiB
C#
using Godot;
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using Theriapolis.GodotHost.UI;
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namespace Theriapolis.GodotHost.Scenes;
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/// <summary>
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/// Entry-point screen — vertical button stack on a parchment field with the
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/// codex title and a version label. Per port-plan §M6, exists primarily to
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/// validate the design system in a non-trivial composition before the player
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/// reaches character creation.
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///
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/// Button actions:
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/// New Character — swap self for the Wizard scene under the Main parent
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/// (siblings cleared so the wizard fills the viewport).
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/// Continue — disabled until <see cref="CharacterAssembler.PersistedStatePath"/>
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/// exists; full pickup lands with the M7 play loop.
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/// Quit — shut down the engine.
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/// </summary>
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public partial class TitleScreen : Control
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{
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private const string VersionLabel = "PORT / GODOT · M7.6";
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private const string WizardScenePath = "res://Scenes/Wizard.tscn";
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public override void _Ready()
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{
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SetAnchorsAndOffsetsPreset(LayoutPreset.FullRect);
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Theme = CodexTheme.Build();
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// Backing panel so the parchment Bg fills the viewport (the Control
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// itself paints nothing). Same pattern as Wizard.cs.
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// Note: SetAnchorsAndOffsetsPreset is required (not just AnchorRight =
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// 1) because Godot's anchor setters preserve visual position by
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// adjusting offsets — manual anchor edits leave the control at 0×0.
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var bg = new Panel { MouseFilter = MouseFilterEnum.Ignore };
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AddChild(bg);
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bg.SetAnchorsAndOffsetsPreset(LayoutPreset.FullRect);
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MoveChild(bg, 0);
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// Centered title + button stack column.
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var center = new CenterContainer { MouseFilter = MouseFilterEnum.Ignore };
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AddChild(center);
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center.SetAnchorsAndOffsetsPreset(LayoutPreset.FullRect);
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var col = new VBoxContainer { CustomMinimumSize = new Vector2(360, 0) };
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col.AddThemeConstantOverride("separation", 28);
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center.AddChild(col);
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var titleBlock = new VBoxContainer { SizeFlagsHorizontal = SizeFlags.ShrinkCenter };
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titleBlock.AddThemeConstantOverride("separation", 4);
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col.AddChild(titleBlock);
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titleBlock.AddChild(new Label
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{
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Text = "THERIAPOLIS",
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ThemeTypeVariation = "CodexTitle",
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HorizontalAlignment = HorizontalAlignment.Center,
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});
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titleBlock.AddChild(new Label
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{
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Text = "CODEX OF BECOMING",
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ThemeTypeVariation = "Eyebrow",
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HorizontalAlignment = HorizontalAlignment.Center,
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});
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var buttonStack = new VBoxContainer { SizeFlagsHorizontal = SizeFlags.ExpandFill };
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buttonStack.AddThemeConstantOverride("separation", 12);
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col.AddChild(buttonStack);
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var newBtn = MakeMenuButton("New Character", primary: true);
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newBtn.Pressed += OnNewCharacter;
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buttonStack.AddChild(newBtn);
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var continueBtn = MakeMenuButton("Continue", primary: false);
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continueBtn.Disabled = !AnyCompatibleSaveExists();
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continueBtn.Pressed += OnContinue;
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buttonStack.AddChild(continueBtn);
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var quitBtn = MakeMenuButton("Quit", primary: false);
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quitBtn.Pressed += OnQuit;
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buttonStack.AddChild(quitBtn);
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// Version chip in the bottom-right corner — small mono Eyebrow tag,
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// sits over the parchment field at a comfortable margin.
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var versionLabel = new Label
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{
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Text = VersionLabel,
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ThemeTypeVariation = "Eyebrow",
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AnchorLeft = 1, AnchorRight = 1,
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AnchorTop = 1, AnchorBottom = 1,
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OffsetLeft = -180, OffsetTop = -28,
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OffsetRight = -16, OffsetBottom = -10,
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HorizontalAlignment = HorizontalAlignment.Right,
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};
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AddChild(versionLabel);
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}
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private static Button MakeMenuButton(string text, bool primary)
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{
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var btn = new Button
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{
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Text = text,
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FocusMode = FocusModeEnum.None,
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SizeFlagsHorizontal = SizeFlags.ExpandFill,
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CustomMinimumSize = new Vector2(0, 44),
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};
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if (primary) btn.ThemeTypeVariation = "PrimaryButton";
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return btn;
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}
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private void OnNewCharacter()
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{
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var packed = ResourceLoader.Load<PackedScene>(WizardScenePath);
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if (packed is null)
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{
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GD.PushError($"[title] Failed to load {WizardScenePath}");
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return;
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}
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var parent = GetParent();
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if (parent is null) return;
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// Clear siblings so the wizard fills the viewport, then swap in.
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foreach (Node sibling in parent.GetChildren())
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if (sibling != this) sibling.QueueFree();
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var wizardNode = packed.Instantiate();
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parent.AddChild(wizardNode);
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if (wizardNode is Wizard wizard)
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{
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// "← Title" back-button (visible on step 0) emits BackToTitle.
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wizard.BackToTitle += () => SwapBackToTitle(parent);
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// M7.1 — Confirm & Begin in StepReview is forwarded by the
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// wizard as CharacterConfirmed. Stash the built character on
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// GameSession and hand off to WorldGenProgressScreen.
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wizard.CharacterConfirmed += draft => SwapToWorldGen(parent, draft);
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}
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QueueFree();
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}
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private static void SwapBackToTitle(Node parent)
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{
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foreach (Node child in parent.GetChildren()) child.QueueFree();
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parent.AddChild(new TitleScreen());
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}
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/// <summary>M7.1 hand-off: snapshot the built character + chosen
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/// name onto <see cref="GameSession"/>, default the seed (a seed-entry
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/// UI lands later), and swap to <see cref="WorldGenProgressScreen"/>.</summary>
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private static void SwapToWorldGen(Node parent, UI.CharacterDraft draft)
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{
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var session = GameSession.From(parent);
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// CharacterAssembler.LastBuilt is populated by StepReview's
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// OnConfirmPressed → TryBuild call immediately before the
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// CharacterConfirmed signal fires.
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session.PendingCharacter = CharacterAssembler.LastBuilt;
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session.PendingName = string.IsNullOrWhiteSpace(draft.CharacterName)
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? "Wanderer"
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: draft.CharacterName;
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session.Seed = 12345UL; // default for M7; seed-entry UI is M8+.
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session.PendingRestore = null;
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session.PendingHeader = null;
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foreach (Node child in parent.GetChildren()) child.QueueFree();
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parent.AddChild(new WorldGenProgressScreen());
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}
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private void OnContinue()
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{
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var parent = GetParent();
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if (parent is null) return;
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foreach (Node sibling in parent.GetChildren())
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if (sibling != this) sibling.QueueFree();
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parent.AddChild(new SaveLoadScreen());
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QueueFree();
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}
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private void OnQuit() => GetTree().Quit();
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/// <summary>True iff at least one slot under <see cref="Platform.SavePaths.SavesDir"/>
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/// has a header that <see cref="Theriapolis.Core.Persistence.SaveCodec.IsCompatible"/>
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/// accepts. Cheap: <see cref="Theriapolis.Core.Persistence.SaveCodec.DeserializeHeaderOnly"/>
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/// reads only the JSON prefix, not the binary body.</summary>
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private static bool AnyCompatibleSaveExists()
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{
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try
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{
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string dir = Platform.SavePaths.SavesDir;
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if (!System.IO.Directory.Exists(dir)) return false;
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foreach (var path in System.IO.Directory.EnumerateFiles(dir, "*.trps"))
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{
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try
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{
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var bytes = System.IO.File.ReadAllBytes(path);
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var header = Theriapolis.Core.Persistence.SaveCodec.DeserializeHeaderOnly(bytes);
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if (Theriapolis.Core.Persistence.SaveCodec.IsCompatible(header)) return true;
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}
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catch { /* skip broken slot */ }
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}
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}
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catch { /* defensive */ }
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return false;
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}
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}
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