refactor(@projects/@magic-civilization): 🎨 hex_renderer reads biome colour from single source (p2-87 phase 1b)
Delete hex_renderer.gd's hardcoded 69-entry TERRAIN_COLORS dict; the terrain sprite fallback now calls DataLoader.get_biome_color(biome_id) (the values were lifted from this very dict in phase 1a, so value-preserving). One fewer copy of the biome palette; file drops ~82 lines. gdlint clean. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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1 changed files with 3 additions and 85 deletions
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@ -96,90 +96,8 @@ const BIOME_TO_FLORA_COVER: Dictionary = {
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"inland_sea": "bare",
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}
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## Fallback terrain colors when sprites are not available.
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## Keys are biome_id strings from terrain JSON data.
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const TERRAIN_COLORS: Dictionary = {
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# Land
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"grassland": Color(0.45, 0.68, 0.30),
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"temperate_grassland": Color(0.55, 0.72, 0.30),
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"plains": Color(0.72, 0.65, 0.38),
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"chaparral": Color(0.62, 0.56, 0.35),
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"savanna": Color(0.78, 0.72, 0.42),
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"steppe": Color(0.65, 0.62, 0.45),
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"land": Color(0.50, 0.60, 0.38),
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# Forests
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"forest": Color(0.22, 0.50, 0.22),
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"temperate_forest": Color(0.18, 0.48, 0.22),
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"taiga": Color(0.30, 0.45, 0.35),
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"boreal_forest": Color(0.15, 0.35, 0.28),
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"jungle": Color(0.15, 0.42, 0.15),
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"tropical_rainforest": Color(0.06, 0.38, 0.15),
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"tropical_dry_forest": Color(0.42, 0.50, 0.22),
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"temperate_rainforest": Color(0.17, 0.38, 0.25),
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"enchanted_forest": Color(0.44, 0.25, 0.67),
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"montane_forest": Color(0.16, 0.36, 0.24),
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"cloud_forest": Color(0.20, 0.44, 0.34),
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"mangrove": Color(0.12, 0.35, 0.42),
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# Dry / arid
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"desert": Color(0.88, 0.82, 0.55),
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"badlands": Color(0.72, 0.42, 0.28),
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"dust_plain": Color(0.72, 0.47, 0.29),
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"dune_field": Color(0.80, 0.55, 0.35),
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"canyon": Color(0.62, 0.30, 0.16),
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"ancient_lakebed": Color(0.55, 0.45, 0.32),
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# Elevated
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"hills": Color(0.58, 0.52, 0.38),
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"mountain": Color(0.55, 0.50, 0.48),
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"mountains": Color(0.45, 0.42, 0.48),
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"highland": Color(0.62, 0.56, 0.44),
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"alpine_meadow": Color(0.50, 0.60, 0.48),
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"alpine_tundra": Color(0.62, 0.65, 0.56),
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"peak": Color(0.78, 0.78, 0.82),
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"basalt_highland": Color(0.30, 0.25, 0.22),
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# Volcanic
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"volcanic": Color(0.35, 0.20, 0.18),
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"volcano": Color(0.48, 0.20, 0.16),
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"volcanic_plains": Color(0.25, 0.18, 0.14),
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"lava_field": Color(0.80, 0.16, 0.04),
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"caldera": Color(0.45, 0.10, 0.08),
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# Wetland
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"marsh": Color(0.40, 0.52, 0.35),
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"swamp": Color(0.20, 0.28, 0.12),
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"bog": Color(0.38, 0.32, 0.18),
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"wetland": Color(0.24, 0.32, 0.16),
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"oasis": Color(0.35, 0.62, 0.48),
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# Cold / ice
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"tundra": Color(0.75, 0.78, 0.80),
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"snow": Color(0.92, 0.94, 0.96),
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"ice": Color(0.85, 0.90, 0.95),
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"permanent_ice": Color(0.78, 0.86, 0.91),
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"glacial": Color(0.90, 0.93, 0.97),
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"sea_ice": Color(0.75, 0.85, 0.95),
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"polar_desert": Color(0.72, 0.73, 0.68),
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"subterranean": Color(0.32, 0.24, 0.18),
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"cave": Color(0.18, 0.16, 0.13),
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# Water
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"ocean": Color(0.15, 0.30, 0.55),
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"deep_ocean": Color(0.08, 0.18, 0.40),
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"coast": Color(0.25, 0.48, 0.65),
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"shallow_ocean": Color(0.18, 0.38, 0.72),
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"lake": Color(0.22, 0.42, 0.62),
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"inland_sea": Color(0.18, 0.37, 0.56),
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"river": Color(0.25, 0.48, 0.80),
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"pond": Color(0.38, 0.62, 0.82),
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"estuary": Color(0.25, 0.45, 0.52),
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"coral_reef": Color(0.15, 0.62, 0.58),
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"deep_water": Color(0.06, 0.10, 0.25),
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"shallow_water": Color(0.22, 0.48, 0.80),
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"lake_bed": Color(0.24, 0.38, 0.46),
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# Substrates / generic
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"lowland": Color(0.55, 0.72, 0.33),
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"midland": Color(0.48, 0.62, 0.32),
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# Special
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"mana_node": Color(0.54, 0.35, 0.68),
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# Fallback
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"_default": Color(0.48, 0.48, 0.48),
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}
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## Biome render colour comes from the single source (biome_colors.json)
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## via DataLoader.get_biome_color() — no hardcoded palette here (p2-87).
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## Fog overlay colors
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const FOG_UNEXPLORED: Color = Color(0.0, 0.0, 0.0, 1.0)
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@ -332,7 +250,7 @@ func _draw() -> void:
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_draw_sprite_at(pixel, sprite)
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elif canonical_sub == "":
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# Only draw terrain color fallback when no substrate was available
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var color: Color = TERRAIN_COLORS.get(biome_id, TERRAIN_COLORS["_default"])
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var color: Color = DataLoader.get_biome_color(biome_id)
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_draw_hex_at(pixel, color)
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# Draw fog shroud over previously-seen tiles
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