Files
TheriapolisV3/Theriapolis.Godot/Scenes/PlayScreen.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

401 lines
15 KiB
C#

using System.Collections.Generic;
using System.Linq;
using Godot;
using Theriapolis.Core;
using Theriapolis.Core.Data;
using Theriapolis.Core.Entities;
using Theriapolis.Core.Rules.Combat;
using Theriapolis.Core.Tactical;
using Theriapolis.Core.Time;
using Theriapolis.Core.Util;
using Theriapolis.Core.World;
using Theriapolis.Core.World.Generation;
using Theriapolis.Core.World.Settlements;
using Theriapolis.GodotHost.Input;
using Theriapolis.GodotHost.Platform;
using Theriapolis.GodotHost.Rendering;
using Theriapolis.GodotHost.UI;
namespace Theriapolis.GodotHost.Scenes;
/// <summary>
/// M7.2 — the play screen. Wraps <see cref="WorldRenderNode"/> with the
/// game-state layer: player actor, world clock, chunk streamer, NPC
/// markers, player controller, and a top-left HUD overlay. Click on the
/// world map to travel; WASD to step at tactical zoom.
///
/// Per the M7 plan §6: PlayScreen owns the chunk streamer (so M7.3 save
/// can serialise its delta store) and the actor manager (so M7.5 can
/// drive interact prompts). The world-map view and the tactical view
/// are the same scene at different zoom levels — there is no separate
/// WorldMapScreen, by design.
///
/// M7.2 omissions (deferred to later sub-milestones):
/// - Save / load round-trip (M7.3)
/// - Pause menu (M7.4)
/// - Interact prompt + dialogue push (M7.5)
/// - Encounter detection stub + autosave toast (M7.6)
/// </summary>
public partial class PlayScreen : Control
{
private const float ClickSlopPixels = 4f;
// Composed Core systems
private WorldGenContext _ctx = null!;
private ContentResolver _content = null!;
private InMemoryChunkDeltaStore _deltas = null!;
private ChunkStreamer _streamer = null!;
private ActorManager _actors = null!;
private WorldClock _clock = null!;
private PlayerController _controller = null!;
private AnchorRegistry _anchorRegistry = null!;
// Godot tree
private WorldRenderNode _render = null!;
private PlayerMarker _playerMarker = null!;
private readonly Dictionary<int, NpcMarker> _npcMarkers = new();
private Label _hudLabel = null!;
private PanelContainer _hudPanel = null!;
// Click-vs-drag state (left-click only; PanZoomCamera handles
// middle/right-drag pan independently).
private Vector2 _mouseDownPos;
private int _mouseDownTileX, _mouseDownTileY;
private bool _mouseDownTracked;
public override void _Ready()
{
var session = GameSession.From(this);
if (session.Ctx is null)
{
GD.PushError("[play] No WorldGenContext on session — falling back to title.");
BackToTitle();
return;
}
_ctx = session.Ctx;
Theme = CodexTheme.Build();
SetAnchorsAndOffsetsPreset(LayoutPreset.FullRect);
// World render layer — biome + polylines + settlements + camera.
_render = new WorldRenderNode();
AddChild(_render);
_render.Initialize(_ctx.World);
// Core systems.
_content = new ContentResolver(
new Theriapolis.Core.Data.ContentLoader(ContentPaths.DataDir));
_deltas = new InMemoryChunkDeltaStore();
_streamer = new ChunkStreamer(
_ctx.World.WorldSeed, _ctx.World, _deltas, _content.Settlements);
_streamer.OnChunkLoaded += _render.AddChunkNode;
_streamer.OnChunkEvicting += _render.RemoveChunkNode;
_streamer.OnChunkLoaded += HandleChunkLoaded;
_streamer.OnChunkEvicting += HandleChunkEvicting;
_clock = new WorldClock();
_actors = new ActorManager();
_anchorRegistry = new AnchorRegistry();
_anchorRegistry.RegisterAllAnchors(_ctx.World);
// Spawn player at the Tier-1 anchor (Millhaven), or the centre of
// the world if no inhabited settlement exists.
var spawn = ChooseSpawn(_ctx.World);
if (session.PendingCharacter is not null)
{
var p = _actors.SpawnPlayer(spawn, session.PendingCharacter);
if (!string.IsNullOrWhiteSpace(session.PendingName))
p.Name = session.PendingName;
}
else
{
_actors.SpawnPlayer(spawn);
}
_controller = new PlayerController(_actors.Player!, _ctx.World, _clock);
_controller.TacticalIsWalkable = (tx, ty) => _streamer.SampleTile(tx, ty).IsWalkable;
// Player marker.
_playerMarker = new PlayerMarker
{
Position = new Vector2(_actors.Player!.Position.X, _actors.Player.Position.Y),
FacingAngleRad = _actors.Player.FacingAngleRad,
};
AddChild(_playerMarker);
_render.Camera.Position = _playerMarker.Position;
SetInitialZoom();
BuildHud();
// Clear pending so a quit-to-title doesn't see stale data.
session.PendingCharacter = null;
session.PendingName = "Wanderer";
session.PendingRestore = null;
session.PendingHeader = null;
}
public override void _Process(double delta)
{
if (_actors?.Player is null || _render is null) return;
float dt = (float)delta;
bool tactical = _render.Camera.Zoom.X >= WorldRenderNode.TacticalRenderZoomMin;
// Tactical WASD direction (world-map mode ignores keys — middle-drag
// pans, click-to-travel sets the destination).
float dx = 0f, dy = 0f;
if (tactical)
{
if (Godot.Input.IsKeyPressed(Key.W) || Godot.Input.IsKeyPressed(Key.Up)) dy -= 1f;
if (Godot.Input.IsKeyPressed(Key.S) || Godot.Input.IsKeyPressed(Key.Down)) dy += 1f;
if (Godot.Input.IsKeyPressed(Key.A) || Godot.Input.IsKeyPressed(Key.Left)) dx -= 1f;
if (Godot.Input.IsKeyPressed(Key.D) || Godot.Input.IsKeyPressed(Key.Right)) dx += 1f;
}
_controller.Update(dt, dx, dy, tactical, isFocused: true);
// Sync the player marker from Core state.
var p = _actors.Player;
_playerMarker.Position = new Vector2(p.Position.X, p.Position.Y);
_playerMarker.FacingAngleRad = p.FacingAngleRad;
// Camera follow when traveling or in tactical (matches MonoGame).
if (_controller.IsTraveling || tactical)
_render.Camera.Position = _playerMarker.Position;
// Stream tactical chunks around the player when at tactical zoom.
if (tactical)
_streamer.EnsureLoadedAround(p.Position, C.TACTICAL_WINDOW_WORLD_TILES);
// Counter-scale markers so on-screen size stays constant.
float zoom = _render.Camera.Zoom.X;
if (zoom > 0f)
{
float inv = 1f / zoom;
_playerMarker.Scale = new Vector2(inv, inv);
_playerMarker.ShowFacingTick = tactical;
foreach (var marker in _npcMarkers.Values)
marker.Scale = new Vector2(inv, inv);
}
UpdateHud(tactical);
}
public override void _UnhandledInput(InputEvent @event)
{
if (@event is not InputEventMouseButton mb || mb.ButtonIndex != MouseButton.Left)
return;
if (mb.Pressed)
{
_mouseDownPos = mb.Position;
var worldPos = ScreenToWorld(mb.Position);
_mouseDownTileX = (int)Mathf.Floor(worldPos.X / C.WORLD_TILE_PIXELS);
_mouseDownTileY = (int)Mathf.Floor(worldPos.Y / C.WORLD_TILE_PIXELS);
_mouseDownTracked = true;
return;
}
// Release.
if (!_mouseDownTracked) return;
_mouseDownTracked = false;
bool wasClick = mb.Position.DistanceTo(_mouseDownPos) <= ClickSlopPixels;
if (!wasClick) return;
bool tactical = _render.Camera.Zoom.X >= WorldRenderNode.TacticalRenderZoomMin;
if (!tactical && InBounds(_mouseDownTileX, _mouseDownTileY))
{
_controller.RequestTravelTo(_mouseDownTileX, _mouseDownTileY);
GetViewport().SetInputAsHandled();
}
}
private Vector2 ScreenToWorld(Vector2 screenPos)
=> _render.Camera.GetCanvasTransform().AffineInverse() * screenPos;
private static bool InBounds(int x, int y)
=> (uint)x < C.WORLD_WIDTH_TILES && (uint)y < C.WORLD_HEIGHT_TILES;
// ──────────────────────────────────────────────────────────────────────
// Chunk → NPC lifecycle (Phase 5 M5)
private void HandleChunkLoaded(TacticalChunk chunk)
{
if (_content is null) return;
for (int i = 0; i < chunk.Spawns.Count; i++)
{
var spawn = chunk.Spawns[i];
if (_actors.FindNpcBySource(chunk.Coord, i) is not null) continue;
if (spawn.Kind == SpawnKind.Resident)
{
var resident = ResidentInstantiator.Spawn(
_ctx.World.WorldSeed, chunk, i, spawn,
_ctx.World, _content, _actors, _anchorRegistry);
if (resident is not null) MountNpcMarker(resident);
continue;
}
var template = NpcInstantiator.PickTemplate(spawn.Kind, chunk.DangerZone, _content.Npcs);
if (template is null) continue;
int tx = chunk.OriginX + spawn.LocalX;
int ty = chunk.OriginY + spawn.LocalY;
var npc = _actors.SpawnNpc(template, new Vec2(tx, ty), chunk.Coord, i);
MountNpcMarker(npc);
}
}
private void HandleChunkEvicting(TacticalChunk chunk)
{
var toRemove = new List<int>();
foreach (var npc in _actors.Npcs)
{
if (npc.SourceChunk is { } src && src.Equals(chunk.Coord))
{
toRemove.Add(npc.Id);
if (!string.IsNullOrEmpty(npc.RoleTag))
_anchorRegistry.UnregisterRole(npc.RoleTag);
}
}
foreach (int id in toRemove)
{
_actors.RemoveActor(id);
if (_npcMarkers.Remove(id, out var marker))
marker.QueueFree();
}
}
private void MountNpcMarker(NpcActor npc)
{
var marker = new NpcMarker
{
Position = new Vector2(npc.Position.X, npc.Position.Y),
Allegiance = npc.Allegiance,
};
AddChild(marker);
_npcMarkers[npc.Id] = marker;
}
// ──────────────────────────────────────────────────────────────────────
// Spawn + initial-zoom helpers
private static Vec2 ChooseSpawn(WorldState w)
{
var tier1 = w.Settlements.FirstOrDefault(s => s.Tier == 1 && !s.IsPoi);
if (tier1 is not null) return new Vec2(tier1.WorldPixelX, tier1.WorldPixelY);
var anyInhabited = w.Settlements.FirstOrDefault(s => !s.IsPoi);
if (anyInhabited is not null) return new Vec2(anyInhabited.WorldPixelX, anyInhabited.WorldPixelY);
return new Vec2(
C.WORLD_WIDTH_TILES * C.WORLD_TILE_PIXELS * 0.5f,
C.WORLD_HEIGHT_TILES * C.WORLD_TILE_PIXELS * 0.5f);
}
private void SetInitialZoom()
{
// Frame ~24 tiles across the screen — comfortable overland zoom.
Vector2 viewport = GetViewport().GetVisibleRect().Size;
float targetZoom = viewport.X / (24f * C.WORLD_TILE_PIXELS);
targetZoom = Mathf.Clamp(targetZoom,
_render.Camera.MinZoom,
WorldRenderNode.TacticalRenderZoomMin * 0.95f);
_render.Camera.Zoom = new Vector2(targetZoom, targetZoom);
}
// ──────────────────────────────────────────────────────────────────────
// HUD overlay (top-left panel, codex-styled)
private void BuildHud()
{
var hudLayer = new CanvasLayer { Layer = 50, Name = "Hud" };
AddChild(hudLayer);
_hudPanel = new PanelContainer
{
ThemeTypeVariation = "Card",
MouseFilter = MouseFilterEnum.Ignore,
OffsetLeft = 12, OffsetTop = 12,
OffsetRight = 420, OffsetBottom = 220,
};
hudLayer.AddChild(_hudPanel);
var margin = new MarginContainer { MouseFilter = MouseFilterEnum.Ignore };
margin.AddThemeConstantOverride("margin_left", 12);
margin.AddThemeConstantOverride("margin_top", 8);
margin.AddThemeConstantOverride("margin_right", 12);
margin.AddThemeConstantOverride("margin_bottom", 8);
_hudPanel.AddChild(margin);
_hudLabel = new Label
{
Text = "…",
ThemeTypeVariation = "CardBody",
AutowrapMode = TextServer.AutowrapMode.WordSmart,
MouseFilter = MouseFilterEnum.Ignore,
};
margin.AddChild(_hudLabel);
}
private void UpdateHud(bool tactical)
{
var p = _actors.Player!;
int ptx = (int)Mathf.Floor(p.Position.X / C.WORLD_TILE_PIXELS);
int pty = (int)Mathf.Floor(p.Position.Y / C.WORLD_TILE_PIXELS);
int cx = Mathf.Clamp(ptx, 0, C.WORLD_WIDTH_TILES - 1);
int cy = Mathf.Clamp(pty, 0, C.WORLD_HEIGHT_TILES - 1);
ref var t = ref _ctx.World.TileAt(cx, cy);
string charBlock = "";
if (p.Character is { } pc)
{
int ac = Theriapolis.Core.Rules.Stats.DerivedStats.ArmorClass(pc);
charBlock = $"{p.Name} HP {pc.CurrentHp}/{pc.MaxHp} AC {ac}\n";
}
string viewBlock = tactical
? "View: Tactical (WASD to step)"
: "View: World Map (click a tile to travel)";
string status = _controller.IsTraveling
? "Traveling…"
: tactical
? "Mouse-wheel out to leave tactical."
: "Mouse-wheel in for tactical.";
_hudLabel.Text =
charBlock +
$"Seed: 0x{_ctx.World.WorldSeed:X}\n" +
$"Player: ({ptx}, {pty}) {t.Biome}\n" +
$"{viewBlock}\n" +
$"Time: Day {_clock.Day}, {_clock.Hour:D2}:{_clock.Minute:D2}\n" +
$"{status}\n" +
"M7.3 brings save/load. ESC pause arrives M7.4.";
}
// ──────────────────────────────────────────────────────────────────────
// Quit path (M7.4 will wire ESC → pause; for now Esc returns to title)
public override void _Input(InputEvent @event)
{
if (@event is InputEventKey { Pressed: true, Keycode: Key.Escape })
{
GetViewport().SetInputAsHandled();
BackToTitle();
}
}
private void BackToTitle()
{
var session = GameSession.From(this);
session.ClearPending();
session.Ctx = null;
var parent = GetParent();
if (parent is null) return;
foreach (Node sibling in parent.GetChildren())
if (sibling != this) sibling.QueueFree();
parent.AddChild(new TitleScreen());
QueueFree();
}
}