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>
302 lines
12 KiB
C#
302 lines
12 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;
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using Theriapolis.Core.Util;
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using Theriapolis.Core.World;
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using Theriapolis.Core.World.Generation;
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using Theriapolis.Core.World.Polylines;
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using Theriapolis.GodotHost.Platform;
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namespace Theriapolis.GodotHost.Rendering;
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/// <summary>
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/// M2 world-map view. Runs the full worldgen pipeline for a seed and
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/// renders it: biome tiles as a scaled ImageTexture sprite, polylines
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/// (rivers/roads/rails) as Line2D children, settlements + bridges as
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/// dot markers. Camera fits the whole world on first frame and supports
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/// pan + zoom.
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///
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/// The visual diff target is
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/// <c>dotnet run --project Theriapolis.Tools -- worldgen-dump --seed N</c>:
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/// same biome colours, same polyline topology and classification colours.
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/// Widths are tuned for visibility at world-map zoom (one tile ≈ 1 screen
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/// pixel) — they become chunky at tactical zoom, which M4 will fix with
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/// zoom-aware width scaling.
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/// </summary>
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public partial class WorldMapView : Node2D
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{
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private readonly ulong _seed;
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// Polyline colours mirror Theriapolis.Game/Rendering/LineFeatureRenderer.cs
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// and Theriapolis.Tools/Commands/WorldgenDump.cs (the PNG visual-diff target).
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private static readonly Color RiverMajorColour = ColorByte(40, 100, 200);
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private static readonly Color RiverColour = ColorByte(60, 120, 200);
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private static readonly Color StreamColour = ColorByte(100, 150, 220);
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private static readonly Color HighwayColour = ColorByte(210, 180, 80);
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private static readonly Color PostRoadColour = ColorByte(180, 155, 70);
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private static readonly Color DirtRoadColour = ColorByte(150, 130, 90);
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private static readonly Color RailColour = ColorByte(80, 65, 50);
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private static readonly Color BridgeColour = ColorByte(160, 140, 100);
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// Line widths in world-pixel space, tuned for visibility at world-map
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// zoom. WORLD_TILE_PIXELS is 32, so a 32-px line is "1 tile thick".
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private const float RiverMajorWidth = 48f;
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private const float RiverWidth = 32f;
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private const float StreamWidth = 20f;
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private const float HighwayWidth = 32f;
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private const float PostRoadWidth = 24f;
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private const float DirtRoadWidth = 16f;
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private const float RailTieWidth = 32f;
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private const float RailLineWidth = 14f;
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public WorldMapView(ulong seed) => _seed = seed;
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public override void _Ready()
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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($"[world-map] Data directory not found: {dataDir}");
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return;
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}
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GD.Print($"[world-map] 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 world = ctx.World;
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GD.Print($"[world-map] worldgen done — rivers={world.Rivers.Count} " +
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$"roads={world.Roads.Count} rails={world.Rails.Count} " +
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$"settlements={world.Settlements.Count} bridges={world.Bridges.Count}");
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BuildTileSprite(world);
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BuildPolylines(world);
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BuildBridges(world);
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BuildSettlements(world);
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AddCamera();
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}
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private void BuildTileSprite(WorldState world)
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{
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int W = C.WORLD_WIDTH_TILES;
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int H = C.WORLD_HEIGHT_TILES;
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// Build biome -> Color map from the loaded BiomeDef[]. Mirrors
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// WorldgenDump.BuildColorMap so the PNG and the Godot view share
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// the exact same palette source.
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var palette = new Color[(int)BiomeId.Mangrove + 1];
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foreach (var def in world.BiomeDefs!)
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{
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var (r, g, b) = def.ParsedColor();
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int id = (int)ParseBiomeId(def.Id);
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if (id >= 0 && id < palette.Length) palette[id] = ColorByte(r, g, b);
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}
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var image = Image.CreateEmpty(W, H, false, Image.Format.Rgb8);
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for (int y = 0; y < H; y++)
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{
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for (int x = 0; x < W; x++)
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{
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int id = (int)world.Tiles[x, y].Biome;
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Color c = (id >= 0 && id < palette.Length && palette[id].A > 0f)
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? palette[id]
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: ColorByte(255, 0, 255); // magenta for any unmapped biome
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image.SetPixel(x, y, c);
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}
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}
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var tex = ImageTexture.CreateFromImage(image);
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var sprite = new Sprite2D
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{
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Texture = tex,
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Centered = false,
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// Scale so 1 image pixel = WORLD_TILE_PIXELS world pixels,
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// matching the polyline coordinate space.
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Scale = new Vector2(C.WORLD_TILE_PIXELS, C.WORLD_TILE_PIXELS),
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TextureFilter = TextureFilterEnum.Nearest,
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};
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AddChild(sprite);
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}
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private void BuildPolylines(WorldState world)
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{
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var polylineLayer = new Node2D { Name = "Polylines" };
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AddChild(polylineLayer);
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// Draw order: roads (smaller first) → rivers → rail. Rail on top
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// mirrors LineFeatureRenderer's order so junctions look the same.
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foreach (var road in world.Roads.OrderBy(RoadDrawRank))
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{
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var (color, width) = road.RoadClassification switch
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{
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RoadType.Highway => (HighwayColour, HighwayWidth),
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RoadType.PostRoad => (PostRoadColour, PostRoadWidth),
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_ => (DirtRoadColour, DirtRoadWidth),
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};
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polylineLayer.AddChild(MakeLine(road.Points, color, width));
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}
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foreach (var river in world.Rivers)
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{
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var (color, baseWidth) = river.RiverClassification switch
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{
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RiverClass.MajorRiver => (RiverMajorColour, RiverMajorWidth),
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RiverClass.River => (RiverColour, RiverWidth),
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_ => (StreamColour, StreamWidth),
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};
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float flowScale = 1f + (river.FlowAccumulation / (float)C.RIVER_MAJOR_THRESHOLD) * 0.3f;
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float width = Mathf.Min(baseWidth * flowScale, RiverMajorWidth * 1.5f);
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polylineLayer.AddChild(MakeLine(river.Points, color, width));
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}
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foreach (var rail in world.Rails)
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{
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// Tie underlay first, rail line on top. Same two-pass approach
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// LineFeatureRenderer.DrawRail uses.
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polylineLayer.AddChild(MakeLine(rail.Points, ColorByte(120, 100, 80), RailTieWidth));
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polylineLayer.AddChild(MakeLine(rail.Points, RailColour, RailLineWidth));
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}
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}
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private void BuildBridges(WorldState world)
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{
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if (world.Bridges.Count == 0) return;
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var layer = new Node2D { Name = "Bridges" };
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AddChild(layer);
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foreach (var bridge in world.Bridges)
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{
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var line = new Line2D
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{
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Width = 56f, // wider than HighwayWidth so the deck visibly covers the road
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DefaultColor = BridgeColour,
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};
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line.AddPoint(new Vector2(bridge.Start.X, bridge.Start.Y));
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line.AddPoint(new Vector2(bridge.End.X, bridge.End.Y));
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layer.AddChild(line);
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}
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}
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private void BuildSettlements(WorldState world)
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{
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if (world.Settlements.Count == 0) return;
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var layer = new Node2D { Name = "Settlements" };
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AddChild(layer);
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foreach (var s in world.Settlements)
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{
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// Radii are in tile units (matching WorldgenDump.cs DrawDot which
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// works at 1 px/tile). Multiplied by WORLD_TILE_PIXELS to translate
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// into the polyline coordinate space; the dots then scale naturally
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// with the Camera2D zoom (1 tile-unit = WORLD_TILE_PIXELS world px,
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// scales down to ~1 screen px at world-map zoom, up at tactical zoom).
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var (colour, tileRadius) = s.Tier switch
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{
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1 => (ColorByte(255, 215, 0), 2.5f), // gold, capital
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2 => (ColorByte(230, 230, 230), 1.8f),// white, city
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3 => (ColorByte(150, 200, 255), 1.3f),// blue, town
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4 => (ColorByte(200, 200, 200), 0.8f),// grey, village
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_ => (ColorByte(200, 60, 60), 0.7f), // red, PoI
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};
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float radius = tileRadius * C.WORLD_TILE_PIXELS;
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var dot = new SettlementDot
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{
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Position = new Vector2(
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s.TileX * C.WORLD_TILE_PIXELS + C.WORLD_TILE_PIXELS * 0.5f,
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s.TileY * C.WORLD_TILE_PIXELS + C.WORLD_TILE_PIXELS * 0.5f),
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Radius = radius,
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FillColor = colour,
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};
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layer.AddChild(dot);
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}
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}
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private void AddCamera()
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{
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var worldSizeWorldPixels = new Vector2(
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C.WORLD_WIDTH_TILES * C.WORLD_TILE_PIXELS,
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C.WORLD_HEIGHT_TILES * C.WORLD_TILE_PIXELS);
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Vector2 viewport = GetViewport().GetVisibleRect().Size;
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float fitZoom = Mathf.Min(
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viewport.X / worldSizeWorldPixels.X,
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viewport.Y / worldSizeWorldPixels.Y) * 0.95f;
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var camera = new PanZoomCamera
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{
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Position = worldSizeWorldPixels * 0.5f,
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Zoom = new Vector2(fitZoom, fitZoom),
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MinZoom = fitZoom * 0.5f,
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MaxZoom = 4.0f,
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};
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AddChild(camera);
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camera.MakeCurrent();
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}
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private static Line2D MakeLine(System.Collections.Generic.IReadOnlyList<Vec2> pts, Color color, float width)
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{
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var line = new Line2D
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{
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Width = width,
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DefaultColor = color,
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JointMode = Line2D.LineJointMode.Round,
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BeginCapMode = Line2D.LineCapMode.Round,
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EndCapMode = Line2D.LineCapMode.Round,
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Antialiased = false,
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};
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for (int i = 0; i < pts.Count; i++)
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line.AddPoint(new Vector2(pts[i].X, pts[i].Y));
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return line;
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}
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private static int RoadDrawRank(Polyline r) => r.RoadClassification switch
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{
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RoadType.Footpath => 0,
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RoadType.DirtRoad => 1,
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RoadType.PostRoad => 2,
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RoadType.Highway => 3,
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_ => 1,
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};
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private static Color ColorByte(byte r, byte g, byte b) =>
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new(r / 255f, g / 255f, b / 255f);
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private static BiomeId ParseBiomeId(string id) => id.ToLowerInvariant() switch
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{
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"ocean" => BiomeId.Ocean,
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"tundra" => BiomeId.Tundra,
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"boreal" => BiomeId.Boreal,
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"temperate_deciduous" => BiomeId.TemperateDeciduous,
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"temperate_grassland" => BiomeId.TemperateGrassland,
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"mountain_alpine" => BiomeId.MountainAlpine,
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"mountain_forested" => BiomeId.MountainForested,
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"subtropical_forest" => BiomeId.SubtropicalForest,
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"wetland" => BiomeId.Wetland,
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"coastal" => BiomeId.Coastal,
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"river_valley" => BiomeId.RiverValley,
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"scrubland" => BiomeId.Scrubland,
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"desert_cold" => BiomeId.DesertCold,
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"forest_edge" => BiomeId.ForestEdge,
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"foothills" => BiomeId.Foothills,
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"marsh_edge" => BiomeId.MarshEdge,
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"beach" => BiomeId.Beach,
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"cliff" => BiomeId.Cliff,
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"tidal_flat" => BiomeId.TidalFlat,
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"mangrove" => BiomeId.Mangrove,
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_ => BiomeId.TemperateGrassland,
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};
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}
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/// <summary>
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/// Filled circle used as a settlement marker on the world map.
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/// </summary>
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public partial class SettlementDot : Node2D
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{
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public float Radius { get; set; } = 8f;
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public Color FillColor { get; set; } = Colors.White;
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public override void _Draw() =>
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DrawCircle(Vector2.Zero, Radius, FillColor);
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}
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