using Godot; namespace WorldSim; /// /// Top-down 2D view + debug roster (SPEC §9). /// Draws straight from simulation state every frame — no per-NPC nodes, /// no camera: fixed screen-space layout, map on the left, roster on the /// right. The player-facing game has no meters; the designer sees everything. /// public partial class Visualization : Node2D { private GameManager _gm = null!; // Layout: 1600×900 window — map fills the left square, panel the right. private const float MapOffset = 10f; private const float MapPixels = 880f; private const float CellPixels = MapPixels / World.GridSize; // ~3.44 private const float PanelX = 910f; private const float PanelWidth = 680f; private static readonly Color PanelBg = new(0.10f, 0.10f, 0.12f); private static readonly Color MapBg = new(0.13f, 0.13f, 0.15f); private static readonly Color TextDim = new(0.65f, 0.65f, 0.70f); private static readonly Color TextMain = new(0.92f, 0.92f, 0.95f); public override void _Ready() { _gm = GetParent(); } public override void _Process(double delta) => QueueRedraw(); private static Color StateColor(NpcState state) => state switch { NpcState.Gathering => Colors.White, NpcState.Building => Colors.Orange, NpcState.Trading => Colors.Yellow, NpcState.Resting => new Color(0.45f, 0.45f, 0.95f), NpcState.Socializing => new Color(0.9f, 0.4f, 0.9f), _ => Colors.Red, }; private static Vector2 MapPos(Vector2 gridPos) => new(MapOffset + gridPos.X * CellPixels, MapOffset + gridPos.Y * CellPixels); public override void _Draw() { if (_gm.World == null) return; var font = ThemeDB.FallbackFont; // --- Backgrounds -------------------------------------------------- DrawRect(new Rect2(MapOffset, MapOffset, MapPixels, MapPixels), MapBg); DrawRect(new Rect2(PanelX, 0, PanelWidth, 900), PanelBg); // --- Map: resource nodes ----------------------------------------- foreach (var node in _gm.World.Nodes) { Color c = node.Kind switch { MaterialKind.Wood => new Color(0.20f, 0.55f, 0.20f), MaterialKind.Stone => new Color(0.55f, 0.55f, 0.55f), MaterialKind.Clay => new Color(0.75f, 0.45f, 0.25f), MaterialKind.Water => new Color(0.25f, 0.45f, 0.85f), MaterialKind.Food => new Color(0.80f, 0.30f, 0.40f), _ => Colors.Magenta, }; // Fade toward depletion so dying groves read at a glance if (node.Kind != MaterialKind.Water) c = c.Darkened(0.65f * (1f - node.Amount / node.MaxAmount)); var p = MapPos(node.Cell); DrawRect(new Rect2(p.X, p.Y, CellPixels, CellPixels), c); } // --- Map: town labels -------------------------------------------- foreach (var town in _gm.Towns) { var tp = MapPos(town.Center); DrawString(font, tp + new Vector2(-20f, -14f), town.Name.ToUpper(), fontSize: 13, modulate: TextDim); } // --- Map: buildings ---------------------------------------------- for (int i = 0; i < _gm.Buildings.Count; i++) { var b = _gm.Buildings[i]; Color c = b.IsRuined ? new Color(0.25f, 0.23f, 0.20f) : b.Kind == BuildingKind.Granary ? (b.IsComplete ? new Color(0.55f, 0.70f, 0.40f) : new Color(0.45f, 0.52f, 0.32f)) : b.IsComplete ? new Color(0.9f, 0.85f, 0.6f).Darkened((1f - b.Condition) * 0.5f) : new Color(0.6f, 0.5f, 0.3f); float size = CellPixels + 3f + (b.CurrentStage + b.StageProgress) * 2f + b.Modules * 1.5f; var p = MapPos(b.Site); DrawRect(new Rect2(p.X - size / 2f, p.Y - size / 2f, size, size), c); DrawString(font, p + new Vector2(size / 2f + 2f, 4f), $"{i + 1}", fontSize: 10, modulate: TextDim); } // --- Map: NPCs with roster numbers ------------------------------- for (int i = 0; i < _gm.Npcs.Count; i++) { var npc = _gm.Npcs[i]; var p = MapPos(npc.Position); // Selfish souls get a dark red ring — same dot, different halo. if (npc.Soul.Type == SoulType.Selfish) DrawCircle(p, 5.5f, new Color(0.75f, 0.15f, 0.15f)); // Debris dims the dot — encasement made visible. DrawCircle(p, 3.5f, StateColor(npc.State).Darkened(npc.Imprint.Total * 0.7f)); DrawString(font, p + new Vector2(5f, -4f), $"{i + 1}", fontSize: 11, modulate: TextMain); } // --- Panel: clock header ----------------------------------------- DrawString(font, new Vector2(PanelX + 16, 30), $"Day {_gm.Day} · {_gm.SeasonName} {_gm.MinuteOfDay / 60:00}:{_gm.MinuteOfDay % 60:00} " + $"{(_gm.IsNight ? "· night" : "· day")} {_gm.TicksPerRealSecond:0}x", fontSize: 18, modulate: TextMain); // --- Panel: villager roster -------------------------------------- float y = 66f; DrawString(font, new Vector2(PanelX + 16, y), "VILLAGERS", fontSize: 13, modulate: TextDim); y += 10f; for (int i = 0; i < _gm.Npcs.Count; i++) { var npc = _gm.Npcs[i]; y += 20f; if (npc.Soul.Type == SoulType.Selfish) DrawCircle(new Vector2(PanelX + 24, y - 5f), 6f, new Color(0.75f, 0.15f, 0.15f)); DrawCircle(new Vector2(PanelX + 24, y - 5f), 4.5f, StateColor(npc.State).Darkened(npc.Imprint.Total * 0.7f)); DrawString(font, new Vector2(PanelX + 36, y), $"{i + 1,2} {npc.State,-11} {npc.Activity}", fontSize: 13, modulate: TextMain); DrawString(font, new Vector2(PanelX + 390, y), $"N {npc.Nourishment * 100,3:0} D {npc.Imprint.Total * 100,2:0}" + $" K {npc.Know.Total,4:0.00} A {npc.AgeDays,3:0}" + $" {npc.DominantStateToday().ToString().ToLower()[..4]}", fontSize: 12, modulate: TextDim); } // --- Panel: buildings -------------------------------------------- y += 34f; DrawString(font, new Vector2(PanelX + 16, y), "BUILDINGS", fontSize: 13, modulate: TextDim); y += 10f; for (int i = 0; i < _gm.Buildings.Count; i++) { var b = _gm.Buildings[i]; y += 18f; string status = b.IsRuined ? "RUIN" : !b.IsComplete ? $"building: {b.Stages[b.CurrentStage].Name} {b.StageProgress * 100,3:0}%" : b.Kind == BuildingKind.Granary ? $"granary food {b.FoodStock,5:0.0}/{Building.FoodStockCap:0}" : $"cond {b.Condition * 100,3:0}% wood {b.UpkeepStock,4:0.0}/{Building.UpkeepStockCap:0}" + $" mods {b.Modules}/{Building.ModuleCap} burn {b.DailyBurn:0.0}/day"; DrawString(font, new Vector2(PanelX + 36, y), $"{i + 1} {b.Town,-5} {status}", fontSize: 12, modulate: b.IsRuined ? TextDim : TextMain); } // --- Panel: world totals ----------------------------------------- y += 34f; float wood = 0f, stone = 0f, clay = 0f, foodTotal = 0f; foreach (var n in _gm.World.Nodes) { switch (n.Kind) { case MaterialKind.Wood: wood += n.Amount; break; case MaterialKind.Stone: stone += n.Amount; break; case MaterialKind.Clay: clay += n.Amount; break; case MaterialKind.Food: foodTotal += n.Amount; break; } } DrawString(font, new Vector2(PanelX + 16, y), $"WORLD wood {wood:0} stone {stone:0} clay {clay:0} food {foodTotal:0}", fontSize: 13, modulate: TextDim); } }