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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@ -174,6 +174,15 @@ Same scope as locked in `~/claude/ideas/rimlike/plan.md`. Realistic timeline 3
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- No wolf sprite anywhere in the bundle. **Opens a wolf-acquisition decision** (see Open questions).
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- `Retro Graveyard 16x16 Tileset [Kingdom Explorer]` confirmed in Tier 3 — full graveyard suite, ready for direct use in Phase 14.
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### 2026-05-11
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- **Phases 1–11 all shipped between 2026-05-10 and 2026-05-11** (the in-context session log lagged behind the commits). See `docs/implementation.md` Status table for canonical phase-by-phase state; below is just the headline.
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- **Phase 9 (Status + Medicine) + Phase 10 (Combat + Wolves) shipped as the "drama pair"** via 3-agent fan-out (Agent A: HP/Status on pawn, Agent B: DoctorProvider + medical bed + Rescue/Treat toils, Agent C: Wolf entity + WolfSpawner). Opus integrated into `scenes/world/world.tscn` + `world.gd` (middle bed at (47,24) marked `is_medical=true`).
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- **MCP runtime verified both phases.** Phase 9: injected 75 dmg + Bleeding(2) into Bram → went Downed (hp 25) → Edda+Cora both volunteered `doctor → 'Rescue Bram → bed at (47, 24)'` → treated → Bram healed to 94.2 hp, statuses cleared, returned to work. Phase 10: `[wolf] RAID: 1 wolf(ves) spawned at [(53, 2)]` fired at day 3 22:00 (darkness ≥ 0.8); 4 wolves alive across raid cycles by day 4 01:51. Screenshot confirms medical-bed red-cross marker and wolf silhouettes at night.
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- **Phase 10 deliberately partial** — wolf-side combat (two-roll, bleed on hit) shipped, but pawn-side weapons/armor/cover/friendly-fire deferred. Acceptance demo's full chain (wolf → bites → pawn bleeds → doctor saves) awaits player weapons. WolfSpawner pack size 1–2 vs design target 1–4 — tune up post Phase 20 numbers pass.
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- **Bleed-out timer shipped at demo value** `BLEED_OUT_TICKS = 1200` (~ minutes) instead of design value `432000` (6 in-game hours). Documented in `status_catalog.gd`; flip on first time-balance pass. Recorded so it doesn't ship to a release at the demo value.
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- **Bed-claim bug noticed in passing** during ULTRA-speed run: `Bram bed claim failed at /root/Main/World/Bed — sleeping on floor` for two of three pawns even when beds free. Doesn't gate Phase 12; logged for separate triage.
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- Next: Phase 12 (Seasons + Weather) or Phase 13 (Rooms + Roofing + Beauty + Cleaning) — user's call.
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## External references
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- **Forgejo repo:** https://git.rdx4.com/megaproxy/rimlike (private)
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