Phase 6 — Recipe / Bill / Workbench / CraftingProvider / Quality / Skills
Three gdscript-refactor agents in parallel; Opus did integration + caught
the wall-trap bug via MCP runtime test.
Data layer (Agent A):
- scenes/ai/recipe.gd: class Recipe (RefCounted) — id, ingredient_type,
output_type, work_ticks, required_skill (Crafting/Cooking), skill_threshold
- scenes/ai/bill.gd: class Bill — Mode enum (FOREVER/COUNT/UNTIL_N),
recipe ref, target_count, completed_count, paused, is_active() per-mode
logic. UNTIL_N walks World.items each call (acceptable at MVP scale; cache
if items grow large in Phase 16+)
- scenes/ai/recipe_catalog.gd: RecipeCatalog.plank() / .stone_block() — 2
starter recipes; Phase 7+ expands toward the design.md ~22 catalog
- Item: added Quality enum (SHODDY/NORMAL/EXCELLENT/MASTERWORK/LEGENDARY),
@export quality field, quality-coloured border in _draw (dull-grey / no /
blue / gold / magenta), TYPE_PLANK + TYPE_STONE_BLOCK constants
- Pawn: added skills dict (5 skills × levels 0–10), get_skill/set_skill,
skills round-trip in to_dict/from_dict
- strings.gd: item.plank, item.stone_block, quality.* (5 keys)
Workbench entity (Agent B, scenes/entities/workbench.{gd,tscn}, ~310 lines):
- class Workbench extends Node2D, bottom-anchored 3/4 perspective like Wall
- BuildJob interface (is_buildable / on_build_tick / _complete) — same
pattern as Wall / Crate
- Bills queue (add_bill, find_active_bill matches by accepted_skill)
- Craft cycle hooks: begin_craft / tick_craft / on_craft_complete /
on_craft_interrupted — JobRunner._tick_craft delegates to these
- Procedural _draw differentiates Carpenter (brown bench + vise) vs
Smelter (dark stone + orange ember glow) via the @export label_text
field — no subclass needed for Phase 6
- World autoload: workbenches registry + register_workbench/unregister_workbench
Crafting AI (Agent C):
- Toil.KIND_CRAFT + Toil.craft_at(workbench_path, bill_index) factory
- JobRunner._tick_craft: validates pawn-at-workbench, ingredient match;
delegates progress to wb.tick_craft; on complete spawns output Item
with QualityCalc.roll() applied; records bill completion
- crafting_provider.gd: priority=4 WorkProvider, 4-toil job
(walk_to(ingredient) → pickup → walk_to(wb) → craft_at)
- quality.gd: QualityCalc.roll(skill) — additive formula
skill × 0.04 + RNG(0, 0.6) with bucket thresholds matching
architecture.md spec. Skill 0 caps at Excellent; Skill 10 reaches
Legendary ~8% of the time
Opus integration:
- world.tscn: CraftingProvider node added
- world.gd: registered crafting_provider with World (priority order:
construction=6 > chop=5 > mine=4 > crafting=4 > haul=3 > rest=0)
- Pawn spawn data extended with crafting skill (Bram=8, Cora=4, Edda=0)
for visible quality variation in the demo
- _seed_phase5_demo_buildings extended: pre-built Carpenter at (46, 25)
with plank bill (FOREVER) + Smelter at (48, 25) with stone_block bill
(UNTIL_N=5)
The wall-trap bug (caught via MCP runtime — initial Phase 6 run hung):
- Pawns building walls stood ON the wall tile. When wall._complete fired
set_cell_walkable(false), the pawn was stuck on a solid cell.
AStarGrid2D returns no path when start cell is solid → all subsequent
jobs failed pathfinding from the trapped position.
- Fix: ConstructionProvider checks site.blocks_pathing_when_complete()
(new method on Wall, returns true; not implemented on Floor/Door/Crate/
Workbench since they remain walkable). Walls route the pawn to an
adjacent walkable cell via _find_adjacent_walkable. Floors/doors/etc.
build on-tile as before.
- This bug existed since Phase 5 but only surfaced in Phase 6 because
Phase 5 demos ended at construction-complete; Phase 6 needed pawns to
walk away from finished walls toward the workbench.
Acceptance — MCP-verified end-to-end:
- 3 pawns boot with varied Crafting skills
- Construction priority wins first; all 48 build sites (23 walls + 1 door
+ 24 floors) complete. Pawns escape wall tiles safely (fix verified).
- Pawns transition to chop/mine, then crafting at the Carpenter workbench
- At tick 9215, 12 planks crafted with quality distribution matching
expected spread per skill: 1 SHODDY + 6 NORMAL + 4 EXCELLENT + 1
MASTERWORK. Quality-coloured borders visible on items.
- Smelter UNTIL_N=5 bill correctly idle (no stone consumed yet) because
CraftingProvider prefers closer workbench-ingredient pairs and the
carpenter+wood is closer to where pawns end up than smelter+stone
Phase 6 followups for later phases:
- on_craft_interrupted has no JobRunner hook — Phase 9 status interrupts
will need a 'cancel callback' on toils or wb.on_craft_interrupted will
leak current_bill/current_work_progress on canceled crafts
- Bill.from_dict reconstructs Recipe inline via Recipe.from_dict — Phase
16 may need a recipe registry for save-format stability across catalog
changes
- UNTIL_N's per-call World.items walk is O(items) — acceptable at MVP
scale; profile if it becomes hot
Delegation report this phase:
- Agent A: Recipe + Bill + RecipeCatalog + Item.quality + Pawn.skills + i18n
- Agent B: Workbench (one class, label_text-driven differentiation, no
Carpenter/Smelter subclass) + World registry
- Agent C: Toil.KIND_CRAFT + JobRunner._tick_craft + CraftingProvider +
QualityCalc
- Opus: scene wiring + pawn-skill init + workbench demo seed + wall-trap
fix (caught via MCP) + runtime verification
~75% of Phase 6 GDScript was subagent-authored.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
parent
96f4982dd3
commit
0cd7f809a7
24 changed files with 1001 additions and 12 deletions
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@ -33,17 +33,27 @@ const TYPE_WEAPON: StringName = &"weapon" # Wp
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const TYPE_ARMOR: StringName = &"armor" # Ar
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const TYPE_CORPSE: StringName = &"corpse" # Co
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# Phase 6 — intermediate crafted goods (carpenter bench + smelter outputs).
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const TYPE_PLANK: StringName = &"plank"
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const TYPE_STONE_BLOCK: StringName = &"stone_block"
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const ALL_TYPES: Array[StringName] = [
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TYPE_WOOD, TYPE_STONE, TYPE_IRON_ORE, TYPE_COPPER_ORE,
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TYPE_SILVER, TYPE_GOLD, TYPE_CLOTH, TYPE_VEGETABLE,
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TYPE_MEAT, TYPE_GRAIN, TYPE_MEAL, TYPE_MEDICINE,
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TYPE_TOOL, TYPE_WEAPON, TYPE_ARMOR, TYPE_CORPSE,
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TYPE_PLANK, TYPE_STONE_BLOCK,
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]
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# ── quality system (docs/architecture.md "Quality system") ───────────────────
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# Rolled at craft-completion; stored per item; drives border colour in _draw().
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enum Quality { SHODDY, NORMAL, EXCELLENT, MASTERWORK, LEGENDARY }
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# ── state ────────────────────────────────────────────────────────────────────
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@export var item_type: StringName = TYPE_WOOD
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@export var stack_size: int = 1
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@export var quality: Quality = Quality.NORMAL
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var tile: Vector2i = Vector2i.ZERO
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@ -92,6 +102,7 @@ func to_dict() -> Dictionary:
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"stack_size": stack_size,
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"tile_x": tile.x,
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"tile_y": tile.y,
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"quality": int(quality),
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}
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@ -104,6 +115,7 @@ static func from_dict(d: Dictionary) -> Dictionary:
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"stack_size": int(d.get("stack_size", 1)),
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"tile_x": int(d.get("tile_x", 0)),
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"tile_y": int(d.get("tile_y", 0)),
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"quality": int(d.get("quality", Quality.NORMAL)),
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}
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@ -119,6 +131,20 @@ func _draw() -> void:
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draw_rect(square, fill)
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draw_rect(square, Color(0.0, 0.0, 0.0, 0.75), false, 1.0)
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# Quality border — drawn over the dark outline, colour per quality tier.
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# NORMAL has no extra border (base outline is sufficient).
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match quality:
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Quality.SHODDY:
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draw_rect(square, Color(0.40, 0.40, 0.40), false, 1.0)
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Quality.EXCELLENT:
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draw_rect(square, Color(0.20, 0.55, 0.95), false, 1.0)
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Quality.MASTERWORK:
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draw_rect(square, Color(0.85, 0.55, 0.10), false, 1.0)
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Quality.LEGENDARY:
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draw_rect(square, Color(0.85, 0.10, 0.80), false, 2.0)
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_:
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pass # NORMAL — no extra border
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# Stack count badge — bottom-right corner of the square, font_size 7.
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if stack_size > 1:
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var label := Strings.t(&"item.stack_count").format({"n": stack_size})
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@ -71,6 +71,14 @@ func is_buildable() -> bool:
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return not _completed
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## Construction-provider hint: walls become impassable when built, so pawns
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## must stand on an adjacent tile while building. Phase 6 fix for the
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## "pawn-trapped-on-wall" bug. Floors / Doors / Crates / Workbenches don't
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## need this since they remain walkable after completion.
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func blocks_pathing_when_complete() -> bool:
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return true
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## Human-readable label for job descriptions and Audit logs.
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func label() -> String:
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return "%s wall" % wall_material
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302
scenes/entities/workbench.gd
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302
scenes/entities/workbench.gd
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@ -0,0 +1,302 @@
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class_name Workbench extends Node2D
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## Workbench entity — buildable structure where pawns craft items per bills.
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##
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## Rendered as a bottom-anchored sprite (Y-sorted) matching the 3/4-perspective
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## convention from Wall/Door. Ghost state (40% alpha) while construction is
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## in progress; solid once _completed.
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##
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## Variant appearance is driven by label_text:
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## "Carpenter" → warm-brown wood bench with a vise detail
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## "Smelter" → dark grey stone block with an orange ember glow
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## Other → generic warm-grey fallback
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##
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## Bill model (architecture.md "Production: workbenches, recipes, bills"):
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## bills[] — ordered queue of Bill objects (untyped; Bill class
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## is authored by a sibling agent and may not be
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## registered when this file compiles).
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## current_bill — the Bill actively being worked; null when idle.
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## current_work_progress — tick counter within the current craft cycle.
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## JobRunner._tick_craft increments this each sim tick.
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## Workbench resets it to 0 on cycle completion or
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## when the pawn leaves mid-craft.
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##
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## Save/load: to_dict / from_dict capture all persistent fields, including
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## each bill via bill.to_dict(). Mirrors the Crate save pattern.
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##
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## World registration: World.register_workbench / World.unregister_workbench
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## are called from _ready / _exit_tree.
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const TILE_SIZE_PX: int = 16
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## Sim ticks to build a workbench (90 ticks ≈ 4.5 sim seconds at 1×).
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const BUILD_TICKS: int = 90
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# ── exports ───────────────────────────────────────────────────────────────────
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## Tile position of this workbench in world-tile coordinates.
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@export var tile: Vector2i = Vector2i.ZERO
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## Player-visible label. Also drives the _draw() variant.
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## Recognised values: "Carpenter", "Smelter". Others render generic.
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@export var label_text: String = "Workbench"
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## Which skill category this bench accepts.
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## CraftingProvider filters by this before assigning a pawn.
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@export var accepted_skill: StringName = &"crafting"
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# ── state ─────────────────────────────────────────────────────────────────────
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## Ticks of construction work applied so far. 0..BUILD_TICKS.
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var build_progress: int = 0
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## True once build_progress >= BUILD_TICKS.
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var _completed: bool = false
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## Ordered queue of Bill objects. Untyped so this file compiles before the
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## Bill class is registered by the sibling agent. CraftingProvider reads this.
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var bills: Array = []
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## The Bill being actively worked right now. null when idle.
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## Set by JobRunner when it begins a craft toil; cleared on completion or
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## when the pawn walks away (job cancelled / interrupted).
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var current_bill = null
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## Sim-tick progress within the current craft cycle. Incremented by
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## JobRunner._tick_craft once per sim tick. Reset to 0:
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## - when a craft completes (on_craft_complete)
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## - when no pawn is actively crafting (JobRunner cancel / pawn interruption)
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## JobRunner reads this to decide whether the recipe's work_ticks are done.
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var current_work_progress: int = 0
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# ── lifecycle ─────────────────────────────────────────────────────────────────
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func _ready() -> void:
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# Position is bottom-anchored so Y-sort occludes pawns correctly.
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position = Vector2(
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tile.x * TILE_SIZE_PX + TILE_SIZE_PX / 2.0,
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tile.y * TILE_SIZE_PX + TILE_SIZE_PX
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)
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World.register_workbench(self)
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queue_redraw()
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func _exit_tree() -> void:
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World.unregister_workbench(self)
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## One-shot initialiser. Call after add_child() so _ready() has fired.
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func setup(p_tile: Vector2i) -> void:
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tile = p_tile
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position = Vector2(
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tile.x * TILE_SIZE_PX + TILE_SIZE_PX / 2.0,
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tile.y * TILE_SIZE_PX + TILE_SIZE_PX
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)
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queue_redraw()
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# ── BuildJob interface ────────────────────────────────────────────────────────
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## True while the workbench still needs construction work.
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## JobRunner's BUILD toil checks this to decide when the toil is done.
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func is_buildable() -> bool:
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return not _completed
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## Human-readable label for job descriptions and Audit logs.
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func label() -> String:
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return label_text
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## Called by the BUILD toil in JobRunner once per sim tick.
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## Advances build_progress; completes the workbench at BUILD_TICKS.
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func on_build_tick() -> void:
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if _completed:
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return
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build_progress += 1
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queue_redraw()
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if build_progress >= BUILD_TICKS:
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_complete()
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## True once the workbench has been fully built.
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func is_completed() -> bool:
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return _completed
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# ── Bills ─────────────────────────────────────────────────────────────────────
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## Append a bill to the queue.
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func add_bill(b) -> void:
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bills.append(b)
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Audit.log("workbench", "%s: bill added — recipe '%s'" % [label_text, b.recipe.id])
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## Return the first bill that is active and whose required_skill matches
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## this bench's accepted_skill. Returns null when none qualify.
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## CraftingProvider calls this; JobRunner also calls it when the current_bill
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## becomes inactive (UNTIL_N threshold reached, paused, etc.).
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func find_active_bill():
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for b in bills:
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if not b.is_active():
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continue
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if b.recipe.required_skill != accepted_skill:
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continue
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return b
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return null
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# ── Craft-cycle hooks (called by JobRunner) ───────────────────────────────────
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## JobRunner calls this when it starts working a bill on this bench.
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## Stores the active bill and resets the tick counter.
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func begin_craft(b) -> void:
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current_bill = b
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current_work_progress = 0
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## JobRunner calls this once per sim tick while a pawn is actively crafting.
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## Returns true when the recipe's work_ticks have been reached (craft done).
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func tick_craft() -> bool:
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if current_bill == null:
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return false
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current_work_progress += 1
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return current_work_progress >= current_bill.recipe.work_ticks
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## JobRunner calls this on craft completion before spawning the output item.
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## Records the completion on the bill, resets state.
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func on_craft_complete() -> void:
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if current_bill != null:
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current_bill.record_completion()
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current_bill = null
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current_work_progress = 0
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## JobRunner calls this when the craft is interrupted (pawn leaves, cancel, etc.).
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## Resets in-progress state so another pawn can start fresh.
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func on_craft_interrupted() -> void:
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current_bill = null
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current_work_progress = 0
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# ── save / load ───────────────────────────────────────────────────────────────
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## Serialise workbench state for World save (wired in Phase 16).
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func to_dict() -> Dictionary:
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var bills_data: Array = []
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for b in bills:
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bills_data.append(b.to_dict())
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return {
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"tile_x": tile.x,
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"tile_y": tile.y,
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"label_text": label_text,
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"accepted_skill": String(accepted_skill),
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"build_progress": build_progress,
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"completed": _completed,
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"current_work_progress": current_work_progress,
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"bills": bills_data,
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}
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## Restore from a dict produced by to_dict().
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## Bill objects are reconstructed by the caller using Bill.from_dict() once the
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## Bill class is registered. current_bill is left null — JobRunner reconnects
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## from its own saved state on the next sim tick.
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func from_dict(d: Dictionary) -> void:
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tile = Vector2i(int(d.get("tile_x", 0)), int(d.get("tile_y", 0)))
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label_text = str(d.get("label_text", "Workbench"))
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accepted_skill = StringName(d.get("accepted_skill", "crafting"))
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build_progress = int(d.get("build_progress", 0))
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_completed = bool(d.get("completed", false))
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current_work_progress = int(d.get("current_work_progress", 0))
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# Bills are re-populated by World.load_workbenches() after Bill class loads.
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# Raw dicts are kept in the dict; the caller handles reconstruction.
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setup(tile)
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# ── render ─────────────────────────────────────────────────────────────────────
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func _draw() -> void:
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# 3/4-perspective bench rendering — fits within the tile (16×16 local box).
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# Origin (0,0) = tile bottom-centre. Tile spans local Y: -16 to 0.
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# Two-band look (matches Wall): lit top band + shaded front face.
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# Ghost (not yet built) draws at 0.4 alpha.
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var alpha: float = 1.0 if _completed else 0.4
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match label_text:
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"Carpenter":
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_draw_carpenter(alpha)
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"Smelter":
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_draw_smelter(alpha)
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_:
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_draw_generic(alpha)
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func _draw_carpenter(alpha: float) -> void:
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# Warm-brown wood bench. Top band lit, front face darker.
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# Vise/saw detail: a small darker square at the top-right corner of the
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# front face to suggest a mounted tool.
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var top_face := Color(0.62, 0.45, 0.25, alpha)
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var front_face := Color(0.52, 0.36, 0.18, alpha)
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var plank := Color(0.34, 0.22, 0.10, alpha)
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var vise := Color(0.28, 0.18, 0.08, alpha)
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var outline := Color(0.20, 0.12, 0.04, 0.7 * alpha)
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# Top face — lit strip at upper-third of tile.
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draw_rect(Rect2(Vector2(-8.0, -16.0), Vector2(16.0, 5.0)), top_face)
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# Front face — lower body.
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draw_rect(Rect2(Vector2(-8.0, -11.0), Vector2(16.0, 11.0)), front_face)
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# Horizontal plank seam across the front face.
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draw_line(Vector2(-8.0, -6.0), Vector2(8.0, -6.0), plank, 1.0)
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# Vise detail: 4×4 px darker square at top-right of front face.
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draw_rect(Rect2(Vector2(3.0, -11.0), Vector2(4.0, 4.0)), vise)
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# Top/front edge horizon line.
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draw_line(Vector2(-8.0, -11.0), Vector2(8.0, -11.0), plank, 1.0)
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# Tile outline.
|
||||
draw_rect(Rect2(Vector2(-8.0, -16.0), Vector2(16.0, 16.0)), outline, false, 1.0)
|
||||
|
||||
|
||||
func _draw_smelter(alpha: float) -> void:
|
||||
# Dark grey stone block. Top band slightly lighter.
|
||||
# Ember glow: orange rect centred at the bottom of the front face.
|
||||
var top_face := Color(0.42, 0.42, 0.40, alpha)
|
||||
var front_face := Color(0.32, 0.32, 0.30, alpha)
|
||||
var mortar := Color(0.20, 0.20, 0.18, alpha)
|
||||
var ember := Color(0.95, 0.45, 0.10, alpha)
|
||||
var outline := Color(0.14, 0.14, 0.12, 0.7 * alpha)
|
||||
|
||||
# Top face.
|
||||
draw_rect(Rect2(Vector2(-8.0, -16.0), Vector2(16.0, 5.0)), top_face)
|
||||
# Front face.
|
||||
draw_rect(Rect2(Vector2(-8.0, -11.0), Vector2(16.0, 11.0)), front_face)
|
||||
# Mortar line.
|
||||
draw_line(Vector2(-8.0, -6.0), Vector2(8.0, -6.0), mortar, 1.0)
|
||||
# Ember glow: 6×3 px orange rect, horizontally centred, at bottom of front face.
|
||||
draw_rect(Rect2(Vector2(-3.0, -3.0), Vector2(6.0, 3.0)), ember)
|
||||
# Top/front edge horizon line.
|
||||
draw_line(Vector2(-8.0, -11.0), Vector2(8.0, -11.0), mortar, 1.0)
|
||||
# Tile outline.
|
||||
draw_rect(Rect2(Vector2(-8.0, -16.0), Vector2(16.0, 16.0)), outline, false, 1.0)
|
||||
|
||||
|
||||
func _draw_generic(alpha: float) -> void:
|
||||
# Warm-grey fallback bench. Simple two-band block with a single seam.
|
||||
var top_face := Color(0.58, 0.55, 0.50, alpha)
|
||||
var front_face := Color(0.42, 0.40, 0.36, alpha)
|
||||
var seam := Color(0.30, 0.28, 0.25, alpha)
|
||||
var outline := Color(0.20, 0.18, 0.16, 0.7 * alpha)
|
||||
|
||||
draw_rect(Rect2(Vector2(-8.0, -16.0), Vector2(16.0, 5.0)), top_face)
|
||||
draw_rect(Rect2(Vector2(-8.0, -11.0), Vector2(16.0, 11.0)), front_face)
|
||||
draw_line(Vector2(-8.0, -6.0), Vector2(8.0, -6.0), seam, 1.0)
|
||||
draw_line(Vector2(-8.0, -11.0), Vector2(8.0, -11.0), seam, 1.0)
|
||||
draw_rect(Rect2(Vector2(-8.0, -16.0), Vector2(16.0, 16.0)), outline, false, 1.0)
|
||||
|
||||
|
||||
# ── internal ──────────────────────────────────────────────────────────────────
|
||||
|
||||
func _complete() -> void:
|
||||
_completed = true
|
||||
queue_redraw()
|
||||
Audit.log("workbench", "%s built at %s" % [label_text, tile])
|
||||
1
scenes/entities/workbench.gd.uid
Normal file
1
scenes/entities/workbench.gd.uid
Normal file
|
|
@ -0,0 +1 @@
|
|||
uid://db1qm8sn4i55r
|
||||
8
scenes/entities/workbench.tscn
Normal file
8
scenes/entities/workbench.tscn
Normal file
|
|
@ -0,0 +1,8 @@
|
|||
[gd_scene load_steps=2 format=3 uid="uid://workbench_entity"]
|
||||
|
||||
[ext_resource type="Script" path="res://scenes/entities/workbench.gd" id="1_workbench"]
|
||||
|
||||
[node name="Workbench" type="Node2D"]
|
||||
y_sort_enabled = true
|
||||
z_index = 0
|
||||
script = ExtResource("1_workbench")
|
||||
Loading…
Add table
Add a link
Reference in a new issue