Files
TheriapolisV3/Theriapolis.Godot/Rendering/WorldRenderNode.cs
T
Christopher Wiebe bf0041605f M7.1-7.2: Play-loop hand-off — Wizard → WorldGen → PlayScreen
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>
2026-05-10 18:07:28 -07:00

347 lines
14 KiB
C#

using System.Collections.Generic;
using System.Linq;
using Godot;
using Theriapolis.Core;
using Theriapolis.Core.Tactical;
using Theriapolis.Core.Util;
using Theriapolis.Core.World;
using Theriapolis.Core.World.Polylines;
namespace Theriapolis.GodotHost.Rendering;
/// <summary>
/// Renders a generated <see cref="WorldState"/> across the seamless zoom
/// range — biome backdrop, polylines (rivers / roads / rails), bridges,
/// settlement dots, and the tactical-chunk layer that streams in close-up.
/// Owns its own <see cref="PanZoomCamera"/> so callers can read zoom and
/// drive position uniformly.
///
/// Per M7 plan §6.2: extracted from the M2+M4 <see cref="WorldView"/> demo
/// so PlayScreen and the standalone demo both mount the same renderer.
/// The chunk streamer itself is owned by the *caller* — PlayScreen needs
/// the streamer for NPC lifecycle separately from the visual layer — so
/// the caller subscribes to <c>OnChunkLoaded</c>/<c>OnChunkEvicting</c>
/// and forwards into <see cref="AddChunkNode"/>/<see cref="RemoveChunkNode"/>.
///
/// Per-frame: hides/shows the tactical and settlement layers based on
/// camera zoom, and counter-scales every Line2D width so polyline widths
/// stay visually consistent regardless of zoom.
/// </summary>
public partial class WorldRenderNode : Node2D
{
// Zoom thresholds, in Camera2D zoom units (1.0 = 1 world px per screen px,
// 32.0 = sprite-native tactical view, ~0.07 = world fits 1080p).
public const float TacticalRenderZoomMin = 4.0f;
public const float SettlementHideZoom = 2.0f;
// Polyline base widths in *screen* pixels (counter-scaled to world space
// per frame). Mirrors the differentiation in LineFeatureRenderer.cs.
private const float HighwayScreenPx = 4f;
private const float PostRoadScreenPx = 3f;
private const float DirtRoadScreenPx = 2f;
private const float RiverMajorScreenPx = 4.5f;
private const float RiverScreenPx = 3f;
private const float StreamScreenPx = 2f;
private const float RailTieScreenPx = 4f;
private const float RailLineScreenPx = 2f;
private const float BridgeScreenPx = 6f;
// Polyline colours mirror LineFeatureRenderer.cs / WorldgenDump.cs.
private static readonly Color RiverMajorColour = ColorByte(40, 100, 200);
private static readonly Color RiverColour = ColorByte(60, 120, 200);
private static readonly Color StreamColour = ColorByte(100, 150, 220);
private static readonly Color HighwayColour = ColorByte(210, 180, 80);
private static readonly Color PostRoadColour = ColorByte(180, 155, 70);
private static readonly Color DirtRoadColour = ColorByte(150, 130, 90);
private static readonly Color RailTieColour = ColorByte(120, 100, 80);
private static readonly Color RailColour = ColorByte(80, 65, 50);
private static readonly Color BridgeColour = ColorByte(160, 140, 100);
private Node2D? _tacticalLayer;
private Node2D? _polylineLayer;
private Node2D? _bridgeLayer;
private Node2D? _settlementLayer;
private PanZoomCamera? _camera;
private readonly Dictionary<ChunkCoord, TacticalChunkNode> _chunkNodes = new();
private readonly List<(Line2D line, float baseScreenWidth)> _scaledLines = new();
private bool _initialised;
/// <summary>The camera owned by this node. Caller reads <c>Zoom</c> to
/// pick world-map vs. tactical UI behaviour, and sets <c>Position</c>
/// to follow the player.</summary>
public PanZoomCamera Camera => _camera!;
/// <summary>Initialise from a completed <see cref="WorldGenContext"/>.
/// Idempotent on repeat — second call is a no-op. <paramref name="initialZoom"/>
/// of 0 means "compute fit-to-viewport so the whole world is visible".</summary>
public void Initialize(WorldState world, float initialZoom = 0f)
{
if (_initialised) return;
_initialised = true;
TacticalAtlas.EnsureLoaded();
BuildBiomeSprite(world);
_tacticalLayer = AddNamedLayer("TacticalChunks");
BuildPolylines(world);
BuildBridges(world);
BuildSettlements(world);
AddCamera(initialZoom);
}
public override void _Process(double delta)
{
if (!_initialised) return;
UpdateLayerVisibility();
UpdateZoomScaledNodes();
}
/// <summary>Mount the visual for a freshly-streamed chunk. Caller
/// invokes from a <c>ChunkStreamer.OnChunkLoaded</c> subscription.</summary>
public void AddChunkNode(TacticalChunk chunk)
{
if (_tacticalLayer is null) return;
if (_chunkNodes.ContainsKey(chunk.Coord)) return;
var node = new TacticalChunkNode { Name = $"Chunk{chunk.Coord.X}_{chunk.Coord.Y}" };
_tacticalLayer.AddChild(node);
node.Bind(chunk);
_chunkNodes[chunk.Coord] = node;
}
/// <summary>Tear down a chunk visual on eviction. Caller invokes from
/// <c>ChunkStreamer.OnChunkEvicting</c>.</summary>
public void RemoveChunkNode(TacticalChunk chunk)
{
if (!_chunkNodes.TryGetValue(chunk.Coord, out var node)) return;
node.QueueFree();
_chunkNodes.Remove(chunk.Coord);
}
// ──────────────────────────────────────────────────────────────────────
// Layer construction
private void BuildBiomeSprite(WorldState world)
{
int W = C.WORLD_WIDTH_TILES;
int H = C.WORLD_HEIGHT_TILES;
var palette = new Color[(int)BiomeId.Mangrove + 1];
foreach (var def in world.BiomeDefs!)
{
var (r, g, b) = def.ParsedColor();
int id = (int)ParseBiomeId(def.Id);
if (id >= 0 && id < palette.Length) palette[id] = ColorByte(r, g, b);
}
var image = Image.CreateEmpty(W, H, false, Image.Format.Rgb8);
for (int y = 0; y < H; y++)
for (int x = 0; x < W; x++)
{
int id = (int)world.Tiles[x, y].Biome;
Color c = (id >= 0 && id < palette.Length && palette[id].A > 0f)
? palette[id]
: ColorByte(255, 0, 255);
image.SetPixel(x, y, c);
}
var sprite = new Sprite2D
{
Texture = ImageTexture.CreateFromImage(image),
Centered = false,
Scale = new Vector2(C.WORLD_TILE_PIXELS, C.WORLD_TILE_PIXELS),
TextureFilter = TextureFilterEnum.Nearest,
Name = "Biome",
};
AddChild(sprite);
}
private Node2D AddNamedLayer(string name)
{
var n = new Node2D { Name = name };
AddChild(n);
return n;
}
private void BuildPolylines(WorldState world)
{
_polylineLayer = AddNamedLayer("Polylines");
foreach (var road in world.Roads.OrderBy(RoadDrawRank))
{
var (color, screenPx) = road.RoadClassification switch
{
RoadType.Highway => (HighwayColour, HighwayScreenPx),
RoadType.PostRoad => (PostRoadColour, PostRoadScreenPx),
_ => (DirtRoadColour, DirtRoadScreenPx),
};
AddScaledLine(_polylineLayer, road.Points, color, screenPx);
}
foreach (var river in world.Rivers)
{
var (color, screenPx) = river.RiverClassification switch
{
RiverClass.MajorRiver => (RiverMajorColour, RiverMajorScreenPx),
RiverClass.River => (RiverColour, RiverScreenPx),
_ => (StreamColour, StreamScreenPx),
};
float flowScale = 1f + (river.FlowAccumulation / (float)C.RIVER_MAJOR_THRESHOLD) * 0.3f;
AddScaledLine(_polylineLayer, river.Points, color,
Mathf.Min(screenPx * flowScale, RiverMajorScreenPx * 1.5f));
}
foreach (var rail in world.Rails)
{
AddScaledLine(_polylineLayer, rail.Points, RailTieColour, RailTieScreenPx);
AddScaledLine(_polylineLayer, rail.Points, RailColour, RailLineScreenPx);
}
}
private void BuildBridges(WorldState world)
{
if (world.Bridges.Count == 0) return;
_bridgeLayer = AddNamedLayer("Bridges");
foreach (var bridge in world.Bridges)
{
var line = new Line2D
{
DefaultColor = BridgeColour,
JointMode = Line2D.LineJointMode.Round,
};
line.AddPoint(new Vector2(bridge.Start.X, bridge.Start.Y));
line.AddPoint(new Vector2(bridge.End.X, bridge.End.Y));
_bridgeLayer.AddChild(line);
_scaledLines.Add((line, BridgeScreenPx));
}
}
private void BuildSettlements(WorldState world)
{
if (world.Settlements.Count == 0) return;
_settlementLayer = AddNamedLayer("Settlements");
foreach (var s in world.Settlements)
{
var (colour, tileRadius) = s.Tier switch
{
1 => (ColorByte(255, 215, 0), 2.5f),
2 => (ColorByte(230, 230, 230), 1.8f),
3 => (ColorByte(150, 200, 255), 1.3f),
4 => (ColorByte(200, 200, 200), 0.8f),
_ => (ColorByte(200, 60, 60), 0.7f),
};
float radius = tileRadius * C.WORLD_TILE_PIXELS;
var dot = new SettlementDot
{
Position = new Vector2(
s.TileX * C.WORLD_TILE_PIXELS + C.WORLD_TILE_PIXELS * 0.5f,
s.TileY * C.WORLD_TILE_PIXELS + C.WORLD_TILE_PIXELS * 0.5f),
Radius = radius,
FillColor = colour,
};
_settlementLayer.AddChild(dot);
}
}
private void AddScaledLine(Node2D parent, IReadOnlyList<Vec2> pts, Color colour, float screenPx)
{
var line = new Line2D
{
DefaultColor = colour,
JointMode = Line2D.LineJointMode.Round,
BeginCapMode = Line2D.LineCapMode.Round,
EndCapMode = Line2D.LineCapMode.Round,
Antialiased = false,
};
for (int i = 0; i < pts.Count; i++)
line.AddPoint(new Vector2(pts[i].X, pts[i].Y));
parent.AddChild(line);
_scaledLines.Add((line, screenPx));
}
private void AddCamera(float initialZoom)
{
Vector2 viewport = GetViewport().GetVisibleRect().Size;
Vector2 worldSize = new(
C.WORLD_WIDTH_TILES * C.WORLD_TILE_PIXELS,
C.WORLD_HEIGHT_TILES * C.WORLD_TILE_PIXELS);
float fitZoom = Mathf.Min(viewport.X / worldSize.X, viewport.Y / worldSize.Y) * 0.95f;
float startZoom = initialZoom > 0f ? initialZoom : fitZoom;
_camera = new PanZoomCamera
{
Position = worldSize * 0.5f, // caller can reposition immediately after Initialize
Zoom = new Vector2(startZoom, startZoom),
MinZoom = fitZoom * 0.5f,
MaxZoom = 64f,
};
AddChild(_camera);
_camera.MakeCurrent();
}
// ──────────────────────────────────────────────────────────────────────
// Per-frame updates
private void UpdateLayerVisibility()
{
if (_camera is null) return;
float zoom = _camera.Zoom.X;
if (_tacticalLayer is not null)
_tacticalLayer.Visible = zoom >= TacticalRenderZoomMin;
if (_settlementLayer is not null)
_settlementLayer.Visible = zoom < SettlementHideZoom;
}
private void UpdateZoomScaledNodes()
{
if (_camera is null) return;
float zoom = _camera.Zoom.X;
if (zoom <= 0f) return;
float invZoom = 1f / zoom;
foreach (var (line, baseScreenPx) in _scaledLines)
line.Width = baseScreenPx * invZoom;
}
// ──────────────────────────────────────────────────────────────────────
// Helpers
private static int RoadDrawRank(Polyline r) => r.RoadClassification switch
{
RoadType.Footpath => 0,
RoadType.DirtRoad => 1,
RoadType.PostRoad => 2,
RoadType.Highway => 3,
_ => 1,
};
private static Color ColorByte(byte r, byte g, byte b) =>
new(r / 255f, g / 255f, b / 255f);
private static BiomeId ParseBiomeId(string id) => id.ToLowerInvariant() switch
{
"ocean" => BiomeId.Ocean,
"tundra" => BiomeId.Tundra,
"boreal" => BiomeId.Boreal,
"temperate_deciduous" => BiomeId.TemperateDeciduous,
"temperate_grassland" => BiomeId.TemperateGrassland,
"mountain_alpine" => BiomeId.MountainAlpine,
"mountain_forested" => BiomeId.MountainForested,
"subtropical_forest" => BiomeId.SubtropicalForest,
"wetland" => BiomeId.Wetland,
"coastal" => BiomeId.Coastal,
"river_valley" => BiomeId.RiverValley,
"scrubland" => BiomeId.Scrubland,
"desert_cold" => BiomeId.DesertCold,
"forest_edge" => BiomeId.ForestEdge,
"foothills" => BiomeId.Foothills,
"marsh_edge" => BiomeId.MarshEdge,
"beach" => BiomeId.Beach,
"cliff" => BiomeId.Cliff,
"tidal_flat" => BiomeId.TidalFlat,
"mangrove" => BiomeId.Mangrove,
_ => BiomeId.TemperateGrassland,
};
}