class_name EventCatalog
## Phase 15 — static registry that constructs all 25 EventDefs from the
## 25-prompt corpus (docs/design.md §"Prompt corpus") and registers them
## with the Storyteller autoload at world boot.
##
## Usage (in world.gd _ready, after systems are up):
##   EventCatalog.register_all(Storyteller)
##
## Design decisions (see memory.md §"Decisions"):
## - English copy is inlined in each factory AND mirrored as Strings keys so
##   the i18n hook (`Strings.t(key)`) exists today without requiring it.
##   EventDef carries the rendered English string; locale switching can swap
##   it via the string table later without touching EventDef or this catalog.
## - Effect helpers (Phase 17 — all wired):
##     _spawn_wanderer_pawn  — emits EventBus.request_pawn_spawn; World scene handles.
##     _apply_buff_next_n_jobs — registers a timed yield buff on Storyteller.
##     _spawn_wolves — emits EventBus.request_wolf_spawn; WolfSpawner handles.
##     _apply_pawn_status — applies a status to a random pawn.
##     _apply_colony_mood_thought — applies a thought to all living pawns.
##
## The 25-event count is the Phase 15 gate. Do not commit with != 25.


## Construct all 25 EventDefs and register them with `storyteller_node`.
## Called once from world._ready(), after World systems are mounted.
static func register_all(storyteller_node: Node) -> void:
	var defs: Array = [
		# ── Nudges (1-4) ──────────────────────────────────────────────────
		_event_01_first_beds(),
		_event_02_empty_larder(),
		_event_03_no_fire(),
		_event_04_walls(),
		# ── Seasonal (5-8) ────────────────────────────────────────────────
		_event_05_spring_awakens(),
		_event_06_summers_heat(),
		_event_07_autumns_harvest(),
		_event_08_winters_edge(),
		# ── Wanderers (9-12) ──────────────────────────────────────────────
		_event_09_a_traveler(),
		_event_10_the_refugee_family(),
		_event_11_the_old_soldier(),
		_event_12_the_wandering_healer(),
		# ── Threats (13-16) ───────────────────────────────────────────────
		_event_13_wolves_at_the_edge(),
		_event_14_lone_wolf(),
		_event_15_pack_hunt(),
		_event_16_bandit_scouts(),
		# ── Disease (17-19) ───────────────────────────────────────────────
		_event_17_fever(),
		_event_18_a_bad_cut(),
		_event_19_the_sleeplessness(),
		# ── Resource (20-22) ──────────────────────────────────────────────
		_event_20_bountiful_harvest(),
		_event_21_lumberjacks_luck(),
		_event_22_veins_of_iron(),
		# ── Lore (23-24) ──────────────────────────────────────────────────
		_event_23_strange_stones(),
		_event_24_an_old_map(),
		# ── Milestone (25) ────────────────────────────────────────────────
		_event_25_one_year_survived(),
	]
	for def in defs:
		storyteller_node.register_event(def)
	Audit.log("storyteller", "%d events registered" % defs.size())


# ── Nudge factories ─────────────────────────────────────────────────────────

static func _event_01_first_beds() -> EventDef:
	var d := EventDef.new()
	d.id = &"first_beds"
	d.title = "First Beds"
	d.body = "Your settlers slept on the cold ground again. They are starting to ache."
	d.category = EventDef.Category.NUDGE
	d.display = EventDef.Display.BANNER
	d.cooldown_days = 3
	d.base_weight = 3.0  # high weight — active whenever trigger is true
	d.auto_pause = false
	# Trigger: day 2+, fewer beds than pawns.
	d.trigger_predicate = func() -> bool:
		return Clock.current_day() >= 2 and World.beds.size() < World.pawns.size()
	d.on_resolve = func(_c: int) -> void:
		pass  # nudge — dismiss only, no mechanical effect
	return d


static func _event_02_empty_larder() -> EventDef:
	var d := EventDef.new()
	d.id = &"empty_larder"
	d.title = "Empty Larder"
	d.body = "The larder is bare. Spring won't last forever."
	d.category = EventDef.Category.NUDGE
	d.display = EventDef.Display.BANNER
	d.cooldown_days = 3
	d.base_weight = 2.0
	d.auto_pause = false
	# Trigger: day 3+, no crops in the world (proxy for no farm zone).
	d.trigger_predicate = func() -> bool:
		return Clock.current_day() >= 3 and World.crops.is_empty()
	d.on_resolve = func(_c: int) -> void:
		pass
	return d


static func _event_03_no_fire() -> EventDef:
	var d := EventDef.new()
	d.id = &"no_fire"
	d.title = "No Fire"
	d.body = "Without a hearth, the cold will bite by night."
	d.category = EventDef.Category.NUDGE
	d.display = EventDef.Display.BANNER
	d.cooldown_days = 3
	d.base_weight = 2.0
	d.auto_pause = false
	# Trigger: day 4+, no light sources (proxy for no hearth/torch).
	d.trigger_predicate = func() -> bool:
		return Clock.current_day() >= 4 and World.light_sources.is_empty()
	d.on_resolve = func(_c: int) -> void:
		pass
	return d


static func _event_04_walls() -> EventDef:
	var d := EventDef.new()
	d.id = &"walls"
	d.title = "Walls?"
	d.body = "Sleeping under stars is romantic until the wolves arrive."
	d.category = EventDef.Category.NUDGE
	d.display = EventDef.Display.BANNER
	d.cooldown_days = 4
	d.base_weight = 2.0
	d.auto_pause = false
	# Trigger: day 5+, build queue has no wall entities and no completed walls.
	# Proxy: no doors means no enclosed building.
	d.trigger_predicate = func() -> bool:
		return Clock.current_day() >= 5 and World.doors.is_empty()
	d.on_resolve = func(_c: int) -> void:
		pass
	return d


# ── Seasonal factories ──────────────────────────────────────────────────────

static func _event_05_spring_awakens() -> EventDef:
	var d := EventDef.new()
	d.id = &"spring_awakens"
	d.title = "Spring Awakens"
	d.body = "The thaw runs in every stream. Crops will grow fast now."
	d.category = EventDef.Category.SEASONAL
	d.display = EventDef.Display.BANNER
	d.cooldown_days = 12
	d.base_weight = 1.0
	d.auto_pause = false
	# Trigger: first tick of spring. Storyteller fires this once per season boundary.
	d.trigger_predicate = func() -> bool:
		return Clock.current_season() == Clock.SEASON_SPRING
	# Effect: +20% crop growth speed for 12 days (rest of spring season).
	d.on_resolve = func(_c: int) -> void:
		Storyteller.add_buff(&"crop_growth", 1.20, 12)
		Audit.log("storyteller", "spring_awakens: +20%% crop growth for 12 days")
	return d


static func _event_06_summers_heat() -> EventDef:
	var d := EventDef.new()
	d.id = &"summers_heat"
	d.title = "Summer's Heat"
	d.body = "The sun beats down. Unsheltered work will tire faster."
	d.category = EventDef.Category.SEASONAL
	d.display = EventDef.Display.BANNER
	d.cooldown_days = 12
	d.base_weight = 1.0
	d.auto_pause = false
	d.trigger_predicate = func() -> bool:
		return Clock.current_season() == Clock.SEASON_SUMMER
	# Effect: sleep-need decays 15% faster for 12 days (summer heat fatigue).
	# Consumer: SleepProvider / Pawn._tick_energy checks Storyteller.get_buff_multiplier(&"sleep_decay").
	d.on_resolve = func(_c: int) -> void:
		Storyteller.add_buff(&"sleep_decay", 1.15, 12)
		Audit.log("storyteller", "summers_heat: +15%% sleep decay for 12 days")
	return d


static func _event_07_autumns_harvest() -> EventDef:
	var d := EventDef.new()
	d.id = &"autumns_harvest"
	d.title = "Autumn's Harvest"
	d.body = "The fields are heavy with the last of the year's bounty."
	d.category = EventDef.Category.SEASONAL
	d.display = EventDef.Display.BANNER
	d.cooldown_days = 12
	d.base_weight = 1.0
	d.auto_pause = false
	d.trigger_predicate = func() -> bool:
		return Clock.current_season() == Clock.SEASON_AUTUMN
	# Effect: +25% harvest yield for 12 days (autumn bonus).
	# Consumer: Plant/HarvestToil checks Storyteller.get_buff_multiplier(&"harvest_yield").
	d.on_resolve = func(_c: int) -> void:
		Storyteller.add_buff(&"harvest_yield", 1.25, 12)
		Audit.log("storyteller", "autumns_harvest: +25%% harvest yield for 12 days")
	return d


static func _event_08_winters_edge() -> EventDef:
	var d := EventDef.new()
	d.id = &"winters_edge"
	d.title = "Winter's Edge"
	d.body = "Frost has come. The road is closed; you are alone."
	d.category = EventDef.Category.SEASONAL
	d.display = EventDef.Display.BANNER
	d.cooldown_days = 12
	d.base_weight = 1.0
	d.auto_pause = false
	d.trigger_predicate = func() -> bool:
		return Clock.current_season() == Clock.SEASON_WINTER
	# Effect: raise threat weight ×1.4 for 12 days (winter pressure); suppress
	# wanderer weight ×0.2 for 5 days (roads closed).
	d.on_resolve = func(_c: int) -> void:
		Storyteller.add_buff(&"threat_weight", 1.40, 12)
		Storyteller.add_buff(&"wanderer_weight", 0.20, 5)
		Audit.log("storyteller", "winters_edge: threat_weight ×1.4 for 12d, wanderer_weight ×0.2 for 5d")
	return d


# ── Wanderer factories ──────────────────────────────────────────────────────

static func _event_09_a_traveler() -> EventDef:
	var d := EventDef.new()
	d.id = &"a_traveler"
	d.title = "A Traveler"
	d.body = "A weary traveler stumbles toward your gate. They look hungry. Will you welcome them?"
	d.category = EventDef.Category.WANDERER
	d.display = EventDef.Display.MODAL
	d.cooldown_days = 5
	d.base_weight = 1.0
	d.choices = ["Welcome", "Send away"]
	d.auto_pause = true
	# Trigger: ghost state (all pawns gone) OR ~8 days have passed.
	d.trigger_predicate = func() -> bool:
		return Storyteller.ghost_state or Clock.current_day() >= 8
	# Effect: Welcome → +1 pawn (stub); Send away → no effect.
	d.on_resolve = func(c: int) -> void:
		if c == 0:
			_spawn_wanderer_pawn({})
	return d


static func _event_10_the_refugee_family() -> EventDef:
	var d := EventDef.new()
	d.id = &"the_refugee_family"
	d.title = "The Refugee Family"
	d.body = "A family fleeing bandits arrives. They have nothing, but they would work hard."
	d.category = EventDef.Category.WANDERER
	d.display = EventDef.Display.MODAL
	d.cooldown_days = 8
	d.base_weight = 1.0
	d.choices = ["Welcome", "Refuse"]
	d.auto_pause = true
	# Trigger: post-day-15.
	d.trigger_predicate = func() -> bool:
		return Clock.current_day() >= 15
	# Effect: Welcome → +2 pawns low skills (stub); Refuse → −2 mood colony 1 day (stub).
	d.on_resolve = func(c: int) -> void:
		if c == 0:
			_spawn_wanderer_pawn({})
			_spawn_wanderer_pawn({})
		else:
			_apply_colony_mood_thought(func() -> Thought: return ThoughtCatalog.refused_refugees())
	return d


static func _event_11_the_old_soldier() -> EventDef:
	var d := EventDef.new()
	d.id = &"the_old_soldier"
	d.title = "The Old Soldier"
	d.body = "A retired soldier offers his blade for a place by your fire. Combat 8, but old and tired."
	d.category = EventDef.Category.WANDERER
	d.display = EventDef.Display.MODAL
	d.cooldown_days = 8
	d.base_weight = 1.0
	d.choices = ["Welcome", "Refuse"]
	d.auto_pause = true
	# Trigger: post-day-20.
	d.trigger_predicate = func() -> bool:
		return Clock.current_day() >= 20
	d.on_resolve = func(c: int) -> void:
		if c == 0:
			_spawn_wanderer_pawn({"combat": 8})
	return d


static func _event_12_the_wandering_healer() -> EventDef:
	var d := EventDef.new()
	d.id = &"the_wandering_healer"
	d.title = "The Wandering Healer"
	d.body = "A traveling healer asks for shelter. She brings knowledge of medicine."
	d.category = EventDef.Category.WANDERER
	d.display = EventDef.Display.MODAL
	d.cooldown_days = 8
	d.base_weight = 1.0
	d.choices = ["Welcome", "Refuse"]
	d.auto_pause = true
	# Trigger: any pawn has a status (proxy for sick/injured — exact sick() status ships Phase 17).
	d.trigger_predicate = func() -> bool:
		for p in World.pawns:
			if not p.statuses.is_empty():
				return true
		return false
	d.on_resolve = func(c: int) -> void:
		if c == 0:
			_spawn_wanderer_pawn({"medicine": 6})
	return d


# ── Threat factories ─────────────────────────────────────────────────────────

static func _event_13_wolves_at_the_edge() -> EventDef:
	var d := EventDef.new()
	d.id = &"wolves_at_the_edge"
	d.title = "Wolves at the Edge"
	d.body = "Wolves howl in the distance. They will be here by nightfall."
	d.category = EventDef.Category.THREAT
	d.display = EventDef.Display.MODAL
	d.cooldown_days = 3
	d.base_weight = 1.0
	d.choices = ["Prepare"]
	d.auto_pause = true
	# Trigger: anytime after day 3 (season-weighting handled by Storyteller tension).
	d.trigger_predicate = func() -> bool:
		return Clock.current_day() >= 3
	# Effect: spawn 1-3 wolves via EventBus.request_wolf_spawn.
	d.on_resolve = func(_c: int) -> void:
		_spawn_wolves(randi_range(1, 3))
	return d


static func _event_14_lone_wolf() -> EventDef:
	var d := EventDef.new()
	d.id = &"lone_wolf"
	d.title = "Lone Wolf"
	d.body = "A starving wolf circles your livestock."
	d.category = EventDef.Category.THREAT
	d.display = EventDef.Display.MODAL
	d.cooldown_days = 3
	d.base_weight = 1.5  # slightly higher — low-threat random, more common
	d.choices = ["Prepare"]
	d.auto_pause = true
	# Trigger: anytime (low-threat random).
	d.trigger_predicate = func() -> bool:
		return true
	d.on_resolve = func(_c: int) -> void:
		_spawn_wolves(1)
	return d


static func _event_15_pack_hunt() -> EventDef:
	var d := EventDef.new()
	d.id = &"pack_hunt"
	d.title = "Pack Hunt"
	d.body = "A hunting pack moves through the forest. They smell your colony."
	d.category = EventDef.Category.THREAT
	d.display = EventDef.Display.MODAL
	d.cooldown_days = 5
	d.base_weight = 1.0
	d.choices = ["Prepare"]
	d.auto_pause = true
	# Trigger: post-day-30.
	d.trigger_predicate = func() -> bool:
		return Clock.current_day() >= 30
	d.on_resolve = func(_c: int) -> void:
		_spawn_wolves(randi_range(4, 6))
	return d


static func _event_16_bandit_scouts() -> EventDef:
	var d := EventDef.new()
	d.id = &"bandit_scouts"
	d.title = "Bandit Scouts"
	d.body = "Strange figures watched from the treeline at dusk. Bandits, perhaps."
	d.category = EventDef.Category.THREAT
	d.display = EventDef.Display.MODAL
	d.cooldown_days = 5
	d.base_weight = 1.0
	d.choices = ["Stay alert"]
	d.auto_pause = true
	# Trigger: post-day-25.
	d.trigger_predicate = func() -> bool:
		return Clock.current_day() >= 25
	# Effect: additional threat weight ×1.3 for 3 days ("they'll be back").
	# The base THREAT fire already bumps tension +15; this adds a short-window
	# bias toward more threat events as a narrative follow-up.
	d.on_resolve = func(_c: int) -> void:
		Storyteller.add_buff(&"threat_weight", 1.30, 3)
		Audit.log("storyteller", "bandit_scouts: threat_weight ×1.3 for 3 days")
	return d


# ── Disease factories ────────────────────────────────────────────────────────

static func _event_17_fever() -> EventDef:
	var d := EventDef.new()
	d.id = &"fever"
	d.title = "Fever"
	d.body = "%pawn% woke with a fever. The sickness may spread."
	d.category = EventDef.Category.DISEASE
	d.display = EventDef.Display.MODAL
	d.cooldown_days = 4
	d.base_weight = 1.0
	d.choices = ["Treat them"]
	d.auto_pause = true
	# Trigger: random after ~30 days.
	d.trigger_predicate = func() -> bool:
		return Clock.current_day() >= 30 and not World.pawns.is_empty()
	# Effect: Sick status (severity 2) on one random pawn.
	d.on_resolve = func(_c: int) -> void:
		_apply_pawn_status(func() -> Status: return StatusCatalog.sick(2))
	return d


static func _event_18_a_bad_cut() -> EventDef:
	var d := EventDef.new()
	d.id = &"a_bad_cut"
	d.title = "A Bad Cut"
	d.body = "%pawn% gashed their hand chopping wood. The wound looks deep."
	d.category = EventDef.Category.DISEASE
	d.display = EventDef.Display.MODAL
	d.cooldown_days = 4
	d.base_weight = 1.0
	d.choices = ["Treat them"]
	d.auto_pause = true
	# Trigger: any tree chopped and low chance (proxy: trees exist and day >= 5).
	d.trigger_predicate = func() -> bool:
		return Clock.current_day() >= 5 and not World.trees.is_empty()
	# Effect: Bleeding status on a random pawn — real-wired (StatusCatalog.bleeding exists).
	d.on_resolve = func(_c: int) -> void:
		_apply_pawn_status(func() -> Status: return StatusCatalog.bleeding(1))
	return d


static func _event_19_the_sleeplessness() -> EventDef:
	var d := EventDef.new()
	d.id = &"the_sleeplessness"
	d.title = "The Sleeplessness"
	d.body = "%pawn% has barely slept. Something weighs on them."
	d.category = EventDef.Category.DISEASE
	d.display = EventDef.Display.BANNER
	d.cooldown_days = 4
	d.base_weight = 1.0
	d.auto_pause = false
	# Trigger: any pawn is tired (has the tired thought/status).
	d.trigger_predicate = func() -> bool:
		for p in World.pawns:
			if p.is_tired():
				return true
		return false
	# Effect: apply tired thought colony-wide (reinforces existing penalty; feels like communal dread).
	d.on_resolve = func(_c: int) -> void:
		_apply_colony_mood_thought(func() -> Thought: return ThoughtCatalog.tired())
	return d


# ── Resource factories ───────────────────────────────────────────────────────

static func _event_20_bountiful_harvest() -> EventDef:
	var d := EventDef.new()
	d.id = &"bountiful_harvest"
	d.title = "Bountiful Harvest"
	d.body = "Your fields exceeded the season. The granary swells."
	d.category = EventDef.Category.RESOURCE
	d.display = EventDef.Display.BANNER
	d.cooldown_days = 3
	d.base_weight = 1.0
	d.auto_pause = false
	# Trigger: autumn (harvest season) and crops are present.
	d.trigger_predicate = func() -> bool:
		return Clock.current_season() == Clock.SEASON_AUTUMN and not World.crops.is_empty()
	# Effect: +25% harvest yield for ~5 days via Storyteller buff registry.
	d.on_resolve = func(_c: int) -> void:
		_apply_buff_next_n_jobs(&"harvest", 10, 1.25)
	return d


static func _event_21_lumberjacks_luck() -> EventDef:
	var d := EventDef.new()
	d.id = &"lumberjacks_luck"
	d.title = "Lumberjack's Luck"
	d.body = "%pawn% found a copse of unusually thick trees."
	d.category = EventDef.Category.RESOURCE
	d.display = EventDef.Display.BANNER
	d.cooldown_days = 3
	d.base_weight = 1.0
	d.auto_pause = false
	# Trigger: trees present (chop job context).
	d.trigger_predicate = func() -> bool:
		return not World.trees.is_empty()
	# Effect: next ~1.5 days of chop jobs +50% wood via Storyteller buff registry.
	d.on_resolve = func(_c: int) -> void:
		_apply_buff_next_n_jobs(&"chop", 3, 1.5)
	return d


static func _event_22_veins_of_iron() -> EventDef:
	var d := EventDef.new()
	d.id = &"veins_of_iron"
	d.title = "Veins of Iron"
	d.body = "A miner reports a rich vein, deeper than expected."
	d.category = EventDef.Category.RESOURCE
	d.display = EventDef.Display.BANNER
	d.cooldown_days = 3
	d.base_weight = 1.0
	d.auto_pause = false
	# Trigger: rocks present (mine job context).
	d.trigger_predicate = func() -> bool:
		return not World.rocks.is_empty()
	# Effect: mining yield ×2 for ~1 day via Storyteller buff registry.
	d.on_resolve = func(_c: int) -> void:
		_apply_buff_next_n_jobs(&"mine", 1, 2.0)
	return d


# ── Lore factories ───────────────────────────────────────────────────────────

static func _event_23_strange_stones() -> EventDef:
	var d := EventDef.new()
	d.id = &"strange_stones"
	d.title = "Strange Stones"
	d.body = "Settlers report finding carved stones in the wood — older than any memory."
	d.category = EventDef.Category.LORE
	d.display = EventDef.Display.BANNER
	d.cooldown_days = 6
	d.base_weight = 1.0
	d.auto_pause = false
	# Trigger: post-day-15, random.
	d.trigger_predicate = func() -> bool:
		return Clock.current_day() >= 15
	d.on_resolve = func(_c: int) -> void:
		pass  # flavor only
	return d


static func _event_24_an_old_map() -> EventDef:
	var d := EventDef.new()
	d.id = &"an_old_map"
	d.title = "An Old Map"
	d.body = "%pawn% found a tattered map. Roads to the north, half-faded."
	d.category = EventDef.Category.LORE
	d.display = EventDef.Display.BANNER
	d.cooldown_days = 6
	d.base_weight = 1.0
	d.auto_pause = false
	# Trigger: post-recruit (more than 1 pawn present).
	d.trigger_predicate = func() -> bool:
		return World.pawns.size() > 1
	d.on_resolve = func(_c: int) -> void:
		pass  # flavor; seeds v2 trade/exploration
	return d


# ── Milestone factory ────────────────────────────────────────────────────────

static func _event_25_one_year_survived() -> EventDef:
	var d := EventDef.new()
	d.id = &"one_year_survived"
	d.title = "One Year Survived"
	d.body = "A full year. The first frost feels different now — yours is a real settlement."
	d.category = EventDef.Category.MILESTONE
	d.display = EventDef.Display.BANNER
	d.cooldown_days = 30
	d.base_weight = 1.0
	d.auto_pause = false
	# Trigger: end of first winter (day >= 4 seasons × 12 days = 48).
	d.trigger_predicate = func() -> bool:
		return Clock.current_day() >= 48 and Clock.current_season() == Clock.SEASON_WINTER
	# Effect: +6 mood "We made it through a year" colony-wide for 2 in-game days.
	d.on_resolve = func(_c: int) -> void:
		_apply_colony_mood_thought(func() -> Thought: return ThoughtCatalog.we_made_it())
	return d


# ── Effect helpers ───────────────────────────────────────────────────────────
## All helpers are static. Stub bodies log via Audit where the underlying
## system is not yet available; real bodies are annotated per-helper.

## Emit EventBus.request_pawn_spawn so the World scene instantiates a new pawn.
## Also applies the hopeful_newcomer thought colony-wide (including the new pawn
## if it is registered before the next thought tick — timing may vary).
## Phase 17 recruit UI wires additional name/trait input; this is the mechanical
## fallback that fires regardless of any future recruit dialog.
static func _spawn_wanderer_pawn(skills: Dictionary = {}) -> void:
	EventBus.request_pawn_spawn.emit(skills)
	_apply_colony_mood_thought(func() -> Thought: return ThoughtCatalog.hopeful_newcomer())
	Audit.log("storyteller", "_spawn_wanderer_pawn: emitted request_pawn_spawn(skills=%s)" % str(skills))


## Register a timed yield multiplier buff via Storyteller.add_buff().
## `kind` maps to the buff key that job runners query (e.g. &"harvest_yield",
## &"chop_yield", &"mine_yield").  `count` is used to estimate duration in days:
## each job is assumed to take ~0.5 in-game days at average pawn count, so
## duration = max(1, count / 2) days.  Consumers call
## Storyteller.get_buff_multiplier(kind) when computing yield.
static func _apply_buff_next_n_jobs(kind: StringName, count: int, multiplier: float) -> void:
	var duration: int = maxi(1, count / 2)
	Storyteller.add_buff(kind, multiplier, duration)
	Audit.log("storyteller", "_apply_buff_next_n_jobs: kind=%s ×%.2f for %d days" % [kind, multiplier, duration])


## Emit EventBus.request_wolf_spawn so WolfSpawner (scene child) picks it up.
## WolfSpawner._on_request_wolf_spawn bypasses darkness/cooldown gates and
## force-spawns immediately. Bus-based wiring — no get_node("/root/...") smell.
static func _spawn_wolves(count: int) -> void:
	EventBus.request_wolf_spawn.emit(count)
	Audit.log("storyteller", "_spawn_wolves: emitted request_wolf_spawn(count=%d)" % count)


## Apply a status to a random pawn (or a specific pawn if non-null).
## The factory callable returns a fresh Status — mirrors StatusCatalog pattern.
## All statuses in StatusCatalog are now wired (bleeding, sick).
static func _apply_pawn_status(status_factory: Callable, pawn = null) -> void:
	var target = pawn
	if target == null:
		if World.pawns.is_empty():
			Audit.log("storyteller", "_apply_pawn_status: no pawns present")
			return
		target = World.pawns[randi() % World.pawns.size()]
	if target.has_method("add_status"):
		target.add_status(status_factory.call())
	else:
		Audit.log("storyteller", "_apply_pawn_status: target missing add_status()")


## Apply a thought to every living pawn in the colony.
## `thought_factory` is a Callable that returns a fresh Thought each time.
## REAL — ThoughtCatalog thoughts and Pawn.add_thought() both exist.
static func _apply_colony_mood_thought(thought_factory: Callable) -> void:
	for p in World.pawns:
		if p.has_method("add_thought"):
			p.add_thought(thought_factory.call())
