class_name Status extends RefCounted
## A single status effect entry on a pawn.
##
## Follows the same data-only / RefCounted pattern as Thought (thought.gd).
## StatusCatalog holds the factory functions; Pawn owns the runtime array.
##
## Phase 9 ships with Bleeding and Downed.
## Phase 12 adds Wet / Cold.  Phase 17 adds Sick / Infected.
##
## Save / load contract:
##   var s2 := Status.from_dict(s.to_dict())
##   assert(s2.id == s.id and s2.severity == s.severity)
##
## docs/design.md "Health & status effects"; docs/architecture.md "Status interrupts".

## Statuses shipped in Phase 9.  Extend this enum when new statuses land.
enum Kind {
	BLEEDING,  ## Continuous HP loss.  Cleared by treatment.
	DOWNED,    ## Cannot act; rescue required.  Cleared when HP >= revive threshold.
	WET,       ## Phase 12 — outdoor rain accumulation; drives Damp/Soaked mood thoughts.
	COLD,      ## Phase 12 — winter/cold-snap accumulation; drives Cold mood thought.
	SICK,      ## Phase 17 — illness; work speed penalty + mood drain until treated or duration expires.
}

## PERSISTENT statuses remain until an external system clears them (e.g. Downed
## clears when HP rises above HP_REVIVE_THRESHOLD via doctor treatment).
## EVENT statuses tick down ticks_remaining and self-clear at zero (reserved for
## future one-shot statuses like a brief stun).
enum Lifetime {
	PERSISTENT,
	EVENT,
}

## Unique identifier — merge key in Pawn.add_status().  e.g. &"bleeding", &"downed".
var id: StringName = &""

## Which logical status this is.  Drives gameplay effects in Pawn._process_statuses().
var kind: Kind = Kind.BLEEDING

## Human-readable label for Audit logs and future pawn-detail UI.
## Not i18n'd here; call Strings.t("status." + id) for player-visible text.
var label: String = ""

## Severity scales the effect.  Bleeding: 1 = light, 2 = moderate, 3 = severe.
## add_status() increments severity on stack-merge instead of duplicating.
var severity: int = 1

## Ceiling for severity stacking.  Bleeding caps at 3.
var max_severity: int = 3

## Whether this status self-clears after ticks_remaining ticks.
var lifetime: Lifetime = Lifetime.PERSISTENT

## Remaining sim ticks before an EVENT status self-clears.  PERSISTENT ignores this.
var ticks_remaining: int = 0


# ── save / load ───────────────────────────────────────────────────────────────

func to_dict() -> Dictionary:
	return {
		"id": String(id),
		"kind": kind,
		"label": label,
		"severity": severity,
		"max_severity": max_severity,
		"lifetime": lifetime,
		"ticks_remaining": ticks_remaining,
	}


static func from_dict(d: Dictionary) -> Status:
	var s := Status.new()
	s.id = StringName(d.get("id", ""))
	s.kind = int(d.get("kind", Kind.BLEEDING)) as Kind
	s.label = str(d.get("label", ""))
	s.severity = int(d.get("severity", 1))
	s.max_severity = int(d.get("max_severity", 3))
	s.lifetime = int(d.get("lifetime", Lifetime.PERSISTENT)) as Lifetime
	s.ticks_remaining = int(d.get("ticks_remaining", 0))
	return s
