bf0041605f
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>
56 lines
2.2 KiB
C#
56 lines
2.2 KiB
C#
using Godot;
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using Theriapolis.Core.Persistence;
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using Theriapolis.Core.Rules.Character;
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using Theriapolis.Core.World.Generation;
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namespace Theriapolis.GodotHost;
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/// <summary>
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/// Autoload singleton. Holds the cross-scene state that outlives any
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/// single screen: the world seed and (post-worldgen) WorldGenContext,
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/// the pending character from the M6 wizard hand-off, and the pending
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/// save snapshot from the SaveLoadScreen load hand-off.
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///
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/// Per port-plan §M7 §4.3: TitleScreen + Wizard + SaveLoadScreen write
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/// pending fields; WorldGenProgressScreen + PlayScreen consume them and
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/// clear them.
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///
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/// Registered in <c>project.godot</c> under <c>[autoload]</c>; reachable
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/// from any scene via <see cref="From"/>.
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/// </summary>
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public partial class GameSession : Node
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{
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/// <summary>World seed for the next worldgen run. Set by TitleScreen
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/// (new game) or by SaveLoadScreen (from the loaded header).</summary>
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public ulong Seed { get; set; }
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/// <summary>Set by WorldGenProgressScreen on completion; consumed by
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/// PlayScreen during <c>_Ready</c>.</summary>
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public WorldGenContext? Ctx { get; set; }
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/// <summary>Set by the Wizard hand-off (M6 → M7.1). PlayScreen
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/// attaches this to the spawned player actor and clears the field.</summary>
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public Character? PendingCharacter { get; set; }
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public string PendingName { get; set; } = "Wanderer";
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/// <summary>Set by SaveLoadScreen when the player picks a slot.
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/// PlayScreen consumes via <c>ApplyRestoredBody</c> in <c>_Ready</c>.</summary>
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public SaveBody? PendingRestore { get; set; }
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public SaveHeader? PendingHeader { get; set; }
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/// <summary>Convenience accessor — any node can grab the session via
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/// <c>GameSession.From(this)</c> without hard-coding the autoload path.</summary>
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public static GameSession From(Node anyNode)
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=> anyNode.GetNode<GameSession>("/root/GameSession");
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/// <summary>Drop the per-run pending fields. Called on quit-to-title
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/// so a fresh "New Character" run doesn't see stale handoff data.</summary>
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public void ClearPending()
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{
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PendingCharacter = null;
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PendingName = "Wanderer";
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PendingRestore = null;
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PendingHeader = null;
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}
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}
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