Phase 9+10: Status/Doctor/Medical bed + Wolves/WolfSpawner
The 'drama pair' shipped together via 3-agent fan-out. Phase 9 — Status effects + Medicine: - Status data class (PERSISTENT/EVENT, severity stacks max=3) + StatusCatalog (Bleeding ticks HP loss; Downed = incapacitated) - Pawn HP (100 max, 30 downed threshold, 50 revive threshold), take_damage, heal, add_status/remove_status_by_id, is_downed/is_incapacitated, downed visual (body rotated 90° + desaturated) - DoctorProvider (priority 9, highest) — scans World.pawns for nearest downed pawn, finds medical bed (or any bed fallback), emits 4-toil job: walk_to_patient → rescue → walk_to_bed → treat - Bed.is_medical with red-cross marker draw on pillow; round-trips save - KIND_RESCUE + KIND_TREAT toils + JobRunner _tick_rescue/_tick_treat (snap-to-bed on first treat tick, +0.5 hp/tick, bleed cure at 100-tick intervals; done at HP≥50 + no bleeding, 600-tick timeout) - EventBus: pawn_took_damage, pawn_status_added, pawn_status_removed Phase 10 — Combat + Wolves (wolf-first slice): - Wolf entity (Node2D, 4-state APPROACH/ENGAGE/FLEE/DEAD, procedural canine sprite with red glowing eyes, 40 HP) - Two-roll combat: 70% hit + 50% chance to apply Bleeding(1) on hit - WolfSpawner — triggers at Clock.darkness_factor()≥0.8 with 1-in-game-day cooldown, packs of 1–2 at random map-edge cluster - World.wolves registry + register_wolf/unregister_wolf Integration: world.tscn load_steps 15→17 with DoctorProvider + WolfSpawner nodes. world.gd registers doctor at top of provider list (priority 9 > sleep 8 > eat 7 > construction 6 > chop≈plant 5 > mine≈craft 4 > haul 3 > rest 0). Middle bed at (47,24) marked is_medical=true. MCP runtime verified: Bram took 75 dmg + Bleeding(2) → Downed (hp 25) → Edda + Cora both volunteered doctor job → walked to patient → carried to medical bed → treated → Bram healed to 94.2 hp, statuses cleared, back to work. Wolf raid at day 3 22:00 fired; 4 wolves alive across raid cycles by day 4 01:51. Screenshots confirm red-cross medical bed and wolf silhouettes at night. Phase 10 deliberately partial: wolf-side combat ships, pawn-side weapons/armor/cover/friendly-fire deferred — full chain (wolf→bites→pawn→bleeds→doctor) awaits player weapons. Bleed-out timer at demo value (1200) vs design value (432000 = 6 in-game hours) — documented in status_catalog.gd for first time-balance pass. Delegation: Agent A (status + pawn HP), Agent B (doctor + treatment), Agent C (wolf + spawner) — all Sonnet gdscript-refactor; integration on Opus. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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21 changed files with 1016 additions and 35 deletions
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@ -16,3 +16,8 @@ signal designation_cleared(cell: Vector2i) ## Ghost removed (j
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# Phase 8 — Mood system.
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signal pawn_mood_changed(pawn, mood: float) ## Emitted by Pawn._recompute_mood() whenever mood is recalculated.
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# Phase 9 — HP + Status system.
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signal pawn_took_damage(pawn, amount: float) ## Emitted by Pawn.take_damage() after HP is reduced.
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signal pawn_status_added(pawn, status) ## Emitted by Pawn.add_status() when a new status is appended.
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signal pawn_status_removed(pawn, status) ## Emitted by Pawn.remove_status_by_id() when a status is dropped.
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@ -61,6 +61,13 @@ var beds: Array = []
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# is_on() → bool | get_light_tile() → Vector2i | get_light_radius() → int
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var light_sources: Array = []
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# Phase 10 — wolf entities. Wolf._ready() calls register_wolf();
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# Wolf._exit_tree() calls unregister_wolf(). WolfSpawner reads/writes
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# nothing from this array directly — it only add_child()s new wolves.
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# CombatSystem (Phase 10) will iterate this for threat detection.
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# Untyped array — avoids class_name ordering window (Phase 2 gotcha).
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var wolves: Array = []
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# Phase 4 — hauling dirty set. Keys are Items, value is unused (we just use .keys()).
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# An Item is added when it spawns (Tree.fell, Rock.mined, workbench drop, ...)
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# and removed when it lands at its highest-priority valid destination.
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@ -211,6 +218,17 @@ func unregister_light_source(ls) -> void:
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light_sources.erase(ls)
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# ── Phase 10: wolf registry ────────────────────────────────────────────────
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func register_wolf(w) -> void:
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if not wolves.has(w):
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wolves.append(w)
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func unregister_wolf(w) -> void:
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wolves.erase(w)
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## Returns true if `tile` is within get_light_radius() of any is_on() light
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## source. Uses Manhattan distance (no wall-occlusion in Phase 11; Phase 13
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## may add BFS-based occlusion through the room/roof system).
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