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
108
scenes/ai/doctor_provider.gd
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108
scenes/ai/doctor_provider.gd
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class_name DoctorProvider extends WorkProvider
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## WorkProvider for the Doctor work category. Slots into the 5-layer pawn AI
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## (Decision → WorkProvider → Job + JobRunner) at priority 9 — above sleep (8)
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## so able-bodied doctors volunteer for rescue before their own rest.
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## Phase 17 will expose this via the work-priority matrix so the player can
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## set individual pawns to Doctor=Off.
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##
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## Rescue model (Phase 9):
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## A doctor pawn picks the nearest downed pawn that has no doctor already
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## assigned to them. The job is a 4-toil sequence:
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## 1. walk_to(patient.tile) — doctor walks to the downed pawn
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## 2. rescue(patient_path) — single-tick marker (doctor "arrived")
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## 3. walk_to(medical_bed.tile)— doctor walks to the nearest medical bed
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## 4. treat(patient_path) — multi-tick: snap patient to bed, heal until
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## HP ≥ 50 AND not bleeding, or 600-tick timeout
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##
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## Phase 9 simplification: the patient is teleported to the bed on the first
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## tick of the treat toil (no carry visual). Phase 17 may add a proper carry
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## animation and render the patient following the doctor during the walk.
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##
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## Bed preference: medical beds (is_medical=true) over regular beds.
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## Fallback: any available bed if no medical bed exists.
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## Hard fail: if no bed is available at all, the job is not issued and
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## Audit.log records the skip so the developer can see the bottleneck.
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##
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## Pawn and Bed are intentionally duck-typed to avoid the class_name
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## registration-order trap documented in Phase 2/3.
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##
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## docs/architecture.md "Doctor work — Downed priority"
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## docs/design.md "Downed & death"
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func _init() -> void:
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category = &"doctor"
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# Priority 9 > sleep (8) > eat (7) > construction (6) > …
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# Above sleep: saving a downed pawn beats the doctor's personal rest need.
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# Phase 17 may let the player tune this per-pawn via the work-priority matrix.
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priority = 9
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# ── WorkProvider override ─────────────────────────────────────────────────────
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## Returns a 4-toil rescue Job for `pawn`, or null if there is nothing to do.
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##
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## `pawn` is duck-typed: must expose .is_downed(), .carried_item, .tile,
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## .pawn_name, and .get_path().
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func find_best_for(pawn) -> Job:
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# Downed pawns can't doctor (Decision Layer 1 also blocks them via
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# is_incapacitated(); this guard is belt-and-suspenders).
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if pawn.has_method("is_downed") and pawn.is_downed():
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return null
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# Don't interrupt an active carry — finish hauling first.
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if pawn.carried_item != null:
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return null
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# Find the nearest downed pawn that isn't this pawn.
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var best_patient = null
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var best_dist: int = 999999
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for p in World.pawns:
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if not p.has_method("is_downed") or not p.is_downed():
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continue
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if p == pawn:
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continue
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var d: int = abs(p.tile.x - pawn.tile.x) + abs(p.tile.y - pawn.tile.y)
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if d < best_dist:
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best_dist = d
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best_patient = p
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if best_patient == null:
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return null
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# Find the nearest available medical bed (preferred) or any available bed.
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var medical_bed = _find_best_bed()
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if medical_bed == null:
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Audit.log(
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"doctor",
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"%s: no bed available for %s — rescue skipped" % [pawn.pawn_name, best_patient.pawn_name]
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)
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return null
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var j := Job.new()
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j.label = "Rescue %s → bed at %s" % [best_patient.pawn_name, medical_bed.tile]
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# 4-toil sequence per the doctor rescue model above.
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j.toils.append(Toil.walk_to(best_patient.tile))
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j.toils.append(Toil.rescue(best_patient.get_path()))
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j.toils.append(Toil.walk_to(medical_bed.tile))
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j.toils.append(Toil.treat(best_patient.get_path()))
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return j
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# ── helpers ───────────────────────────────────────────────────────────────────
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## Returns the best available bed for medical treatment.
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## Prefers beds with is_medical=true; falls back to any available bed.
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## Returns null when no bed is available at all.
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func _find_best_bed():
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# First pass: look for a medical bed.
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for bed in World.beds:
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if not bed.is_available():
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continue
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if bed.get("is_medical") == true:
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return bed
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# Second pass: accept any available bed if no medical bed was found.
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for bed in World.beds:
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if bed.is_available():
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return bed
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return null
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1
scenes/ai/doctor_provider.gd.uid
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1
scenes/ai/doctor_provider.gd.uid
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@ -0,0 +1 @@
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uid://dtmlwkb718mij
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@ -105,6 +105,10 @@ func tick() -> void:
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_tick_eat(t)
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Toil.KIND_SLEEP:
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_tick_sleep(t)
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Toil.KIND_RESCUE:
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_tick_rescue(t)
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Toil.KIND_TREAT:
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_tick_treat(t)
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if t.done:
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job.advance()
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@ -621,6 +625,140 @@ func _tick_sleep(t) -> void:
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t.done = true
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## Execute one tick of a RESCUE toil.
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##
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## Single-tick marker. The doctor walks to the patient via a preceding WALK_TO
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## toil; this toil records the visit and immediately completes. The actual
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## "transport" of the patient to the medical bed is handled by the subsequent
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## WALK_TO(bed) + TREAT toil sequence: the TREAT toil snaps the patient to the
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## doctor's tile on its first tick, which is the bed tile.
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##
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## If the patient is gone or no longer downed, we log and skip (done=true)
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## so the job runner doesn't stall on a phantom task.
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func _tick_rescue(t) -> void:
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var patient = _resolve_patient(t)
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if patient == null:
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Audit.log(
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"job_runner",
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"%s rescue: patient gone or invalid — skipping" % pawn.pawn_name
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)
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t.done = true
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return
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if not patient.has_method("is_downed") or not patient.is_downed():
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Audit.log(
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"job_runner",
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"%s rescue: patient %s is not downed — skipping" % [pawn.pawn_name, patient.pawn_name]
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)
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t.done = true
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return
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t.data["started"] = true
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Audit.log(
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"job_runner",
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"%s reached downed %s — walking to bed for treatment" % [pawn.pawn_name, patient.pawn_name]
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)
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t.done = true
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## Execute one tick of a TREAT toil.
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##
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## First tick (started=false):
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## - Resolve the patient node. If gone or no longer downed, skip immediately.
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## - Snap the patient to the doctor's current tile (the medical-bed tile the
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## doctor just walked to). This is the Phase 9 simplification: no carry
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## visual; Phase 17 may replace this with a proper carry animation.
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## - Mark started=true, ticks_treating=0.
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##
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## Every tick (including first, after the snap):
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## - Increment ticks_treating.
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## - Call patient.heal(0.5).
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## - Every 100 ticks: remove "bleeding" status if present (full cure, Phase 9
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## simplification; Phase 17 may reduce severity incrementally).
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## - Done when patient.hp >= HP_REVIVE_THRESHOLD AND no "bleeding" status.
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## - Done (safety ceiling) when ticks_treating > 600.
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##
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## HP_REVIVE_THRESHOLD mirrors Pawn.HP_REVIVE_THRESHOLD (50.0). Compared as a
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## literal so the duck-typed pawn ref doesn't need const access.
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const _HP_REVIVE_THRESHOLD: float = 50.0
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const _TREAT_TICKS_MAX: int = 600
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func _tick_treat(t) -> void:
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var patient = _resolve_patient(t)
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if not t.data.get("started", false):
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# ── first-tick: validate and snap patient to bed tile ─────────────────
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if patient == null:
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Audit.log("job_runner", "%s treat: patient gone — skipping" % pawn.pawn_name)
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t.done = true
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return
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if not patient.has_method("is_downed") or not patient.is_downed():
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Audit.log(
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"job_runner",
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"%s treat: patient %s already up — skipping" % [pawn.pawn_name, patient.pawn_name]
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)
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t.done = true
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return
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# Snap patient to the doctor's current tile (the medical-bed tile).
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# Phase 9 simplification: instant teleport; Phase 17 may add carry visual.
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patient.tile = pawn.tile
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patient.position = Vector2(pawn.tile.x * 16 + 8, pawn.tile.y * 16 + 8)
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t.data["started"] = true
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t.data["ticks_treating"] = 0
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Audit.log(
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"job_runner",
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"%s treating %s at %s" % [pawn.pawn_name, patient.pawn_name, pawn.tile]
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)
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# ── per-tick treatment ─────────────────────────────────────────────────────
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if patient == null or not is_instance_valid(patient):
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t.done = true
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return
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t.data["ticks_treating"] = int(t.data.get("ticks_treating", 0)) + 1
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var ticks: int = int(t.data["ticks_treating"])
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patient.heal(0.5)
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# Cure bleeding in full after 100 ticks of treatment (Phase 9 simplification).
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if ticks % 100 == 0 and patient.has_method("has_status") and patient.has_status(&"bleeding"):
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patient.remove_status_by_id(&"bleeding")
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Audit.log(
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"job_runner",
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"%s cleared bleeding on %s (tick %d)" % [pawn.pawn_name, patient.pawn_name, ticks]
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)
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# Done when HP is above revive threshold AND bleeding is cleared.
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var hp_ok: bool = patient.hp >= _HP_REVIVE_THRESHOLD
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var bleed_ok: bool = not (patient.has_method("has_status") and patient.has_status(&"bleeding"))
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if hp_ok and bleed_ok:
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Audit.log(
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"job_runner",
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"%s finished treating %s (hp=%.1f, ticks=%d)" % [pawn.pawn_name, patient.pawn_name, patient.hp, ticks]
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)
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t.done = true
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return
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# Safety ceiling — prevent the toil from stalling if HP/bleed can't converge.
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if ticks > _TREAT_TICKS_MAX:
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Audit.log(
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"job_runner",
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"%s treatment timeout for %s (hp=%.1f, ticks=%d)" % [pawn.pawn_name, patient.pawn_name, patient.hp, ticks]
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)
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t.done = true
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## Resolve the patient Pawn node from the NodePath stored in `t.data["patient"]`.
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## Returns null and logs if the node is absent or no longer valid.
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## Shared by _tick_rescue and _tick_treat.
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func _resolve_patient(t):
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var path := NodePath(t.data.get("patient", ""))
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if path == NodePath(""):
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return null
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var node = get_tree().get_root().get_node_or_null(path)
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if node == null or not is_instance_valid(node):
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return null
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return node
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# ── helpers ──────────────────────────────────────────────────────────────────
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## Emit job_completed, log, and clear the job reference.
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78
scenes/ai/status.gd
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78
scenes/ai/status.gd
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class_name Status extends RefCounted
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## A single status effect entry on a pawn.
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##
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## Follows the same data-only / RefCounted pattern as Thought (thought.gd).
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## StatusCatalog holds the factory functions; Pawn owns the runtime array.
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##
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## Phase 9 ships with Bleeding and Downed.
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## Phase 12 adds Wet / Cold. Phase 17 adds Sick / Infected.
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##
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## Save / load contract:
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## var s2 := Status.from_dict(s.to_dict())
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## assert(s2.id == s.id and s2.severity == s.severity)
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##
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## docs/design.md "Health & status effects"; docs/architecture.md "Status interrupts".
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## Statuses shipped in Phase 9. Extend this enum when new statuses land.
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enum Kind {
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BLEEDING, ## Continuous HP loss. Cleared by treatment.
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DOWNED, ## Cannot act; rescue required. Cleared when HP >= revive threshold.
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}
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## PERSISTENT statuses remain until an external system clears them (e.g. Downed
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## clears when HP rises above HP_REVIVE_THRESHOLD via doctor treatment).
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## EVENT statuses tick down ticks_remaining and self-clear at zero (reserved for
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## future one-shot statuses like a brief stun).
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enum Lifetime {
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PERSISTENT,
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EVENT,
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}
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## Unique identifier — merge key in Pawn.add_status(). e.g. &"bleeding", &"downed".
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var id: StringName = &""
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## Which logical status this is. Drives gameplay effects in Pawn._process_statuses().
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var kind: Kind = Kind.BLEEDING
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## Human-readable label for Audit logs and future pawn-detail UI.
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## Not i18n'd here; call Strings.t("status." + id) for player-visible text.
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var label: String = ""
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## Severity scales the effect. Bleeding: 1 = light, 2 = moderate, 3 = severe.
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## add_status() increments severity on stack-merge instead of duplicating.
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var severity: int = 1
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## Ceiling for severity stacking. Bleeding caps at 3.
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var max_severity: int = 3
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## Whether this status self-clears after ticks_remaining ticks.
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var lifetime: Lifetime = Lifetime.PERSISTENT
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## Remaining sim ticks before an EVENT status self-clears. PERSISTENT ignores this.
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var ticks_remaining: int = 0
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# ── save / load ───────────────────────────────────────────────────────────────
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func to_dict() -> Dictionary:
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return {
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"id": String(id),
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"kind": kind,
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"label": label,
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"severity": severity,
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"max_severity": max_severity,
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"lifetime": lifetime,
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"ticks_remaining": ticks_remaining,
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}
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static func from_dict(d: Dictionary) -> Status:
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var s := Status.new()
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s.id = StringName(d.get("id", ""))
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s.kind = int(d.get("kind", Kind.BLEEDING)) as Kind
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s.label = str(d.get("label", ""))
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s.severity = int(d.get("severity", 1))
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s.max_severity = int(d.get("max_severity", 3))
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s.lifetime = int(d.get("lifetime", Lifetime.PERSISTENT)) as Lifetime
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s.ticks_remaining = int(d.get("ticks_remaining", 0))
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return s
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1
scenes/ai/status.gd.uid
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scenes/ai/status.gd.uid
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uid://l4kigu3knft5
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59
scenes/ai/status_catalog.gd
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59
scenes/ai/status_catalog.gd
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class_name StatusCatalog
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## Static factory registry for named statuses.
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##
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## Mirrors ThoughtCatalog: each factory returns a fresh Status with all fields
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## set correctly. Callers must not mutate the returned object before passing
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## it to Pawn.add_status() — add_status() handles severity stack-merging.
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##
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## Phase 9 ships: bleeding(), downed().
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## Phase 12 will add: wet(), cold().
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## Phase 17 will add: sick(), infected().
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##
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## Usage pattern:
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## pawn.add_status(StatusCatalog.bleeding(2))
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##
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## docs/design.md "Health & status effects"; docs/design.md "Downed & death".
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## Sim ticks before an untreated bleed-out causes death.
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## design.md "Downed & death": 6 in-game hours.
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## At 20 Hz × 60 s/min × 60 min/hr × 6 hr = 432 000 ticks at 1×.
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## At Fast (5×) that compresses to ~86 400 real-Hz-ticks — but game time is
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## what the player sees, so this constant is in game-time-equivalent ticks
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## (the same 20-Hz tick stream; speed multiplier compresses the real clock,
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## not the tick count that this timer counts against).
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## Phase 20 may retune; keeping the name locked from day one per design.md.
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const BLEED_OUT_TICKS: int = 432000 # 6 in-game hours at 20 Hz
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|
||||
## HP lost per sim tick per severity level.
|
||||
## Severity 1: 0.05 / tick. Severity 3: 0.15 / tick.
|
||||
## At severity 3, 100 HP → 0 in 100 / 0.15 = ~667 ticks ≈ 33 sim-seconds at 1×.
|
||||
## At Fast (5×) real time: ~7 s. Tune Phase 20.
|
||||
const BLEED_HP_PER_TICK: float = 0.05
|
||||
|
||||
|
||||
## Returns a Bleeding status at the given severity (1–3).
|
||||
## Severity is clamped to [1, 3]. Lifetime is PERSISTENT — cleared by doctor
|
||||
## treatment, not by time expiry.
|
||||
static func bleeding(severity: int = 1) -> Status:
|
||||
var s := Status.new()
|
||||
s.id = &"bleeding"
|
||||
s.kind = Status.Kind.BLEEDING
|
||||
s.label = "Bleeding"
|
||||
s.severity = clampi(severity, 1, 3)
|
||||
s.max_severity = 3
|
||||
s.lifetime = Status.Lifetime.PERSISTENT
|
||||
return s
|
||||
|
||||
|
||||
## Returns a Downed status.
|
||||
## Downed has severity 1 (single-instance — you're either down or you're not).
|
||||
## Cleared externally by Pawn._check_revive() when HP rises to HP_REVIVE_THRESHOLD.
|
||||
static func downed() -> Status:
|
||||
var s := Status.new()
|
||||
s.id = &"downed"
|
||||
s.kind = Status.Kind.DOWNED
|
||||
s.label = "Downed"
|
||||
s.severity = 1
|
||||
s.max_severity = 1
|
||||
s.lifetime = Status.Lifetime.PERSISTENT
|
||||
return s
|
||||
1
scenes/ai/status_catalog.gd.uid
Normal file
1
scenes/ai/status_catalog.gd.uid
Normal file
|
|
@ -0,0 +1 @@
|
|||
uid://brxx7qkvew0a5
|
||||
|
|
@ -20,6 +20,8 @@ const KIND_BUILD: StringName = &"build" # Timed construction on a Wall /
|
|||
const KIND_CRAFT: StringName = &"craft" # Timed crafting at a Workbench driven by a Bill
|
||||
const KIND_EAT: StringName = &"eat" # Consume pawn.carried_item and restore hunger
|
||||
const KIND_SLEEP: StringName = &"sleep" # Sleep in a Bed (or on the floor) until pawn.sleep is full
|
||||
const KIND_RESCUE: StringName = &"rescue" # Marker: doctor has visited the downed pawn; single-tick no-op
|
||||
const KIND_TREAT: StringName = &"treat" # Multi-tick: apply medicine until patient HP ≥ revive threshold + no bleeding
|
||||
|
||||
var kind: StringName = KIND_IDLE
|
||||
## Toil-specific params — all values must be int, float, bool, String, Dict, or Array.
|
||||
|
|
@ -135,6 +137,52 @@ static func sleep_in_bed(bed_path: NodePath) -> Toil:
|
|||
return t
|
||||
|
||||
|
||||
## Single-tick marker: the doctor has physically reached the downed patient.
|
||||
## On execution the doctor visits the patient tile; the actual transport happens
|
||||
## in the subsequent walk_to(bed) and treat toils.
|
||||
##
|
||||
## `patient_path` is the NodePath of the downed Pawn; stored as String for JSON safety.
|
||||
##
|
||||
## data keys:
|
||||
## "patient" — String(patient_path)
|
||||
## "started" — bool; set true on first tick so the match arm knows it fired.
|
||||
static func rescue(patient_path: NodePath) -> Toil:
|
||||
var t := Toil.new()
|
||||
t.kind = KIND_RESCUE
|
||||
t.data = {
|
||||
"patient": String(patient_path),
|
||||
"started": false,
|
||||
}
|
||||
return t
|
||||
|
||||
|
||||
## Multi-tick treatment of a downed pawn.
|
||||
##
|
||||
## First tick: snap the patient to the doctor's current tile (the medical-bed
|
||||
## tile the doctor just walked to), mark started.
|
||||
## Every tick: apply 0.5 HP of healing. Clear the "bleeding" status every
|
||||
## 100 ticks (Phase 9 simplification — full bleed cure in one pass; Phase 17
|
||||
## may model severity reduction per tick).
|
||||
## Done when patient.hp >= HP_REVIVE_THRESHOLD AND patient has no bleeding,
|
||||
## or after 600 ticks (safety ceiling).
|
||||
##
|
||||
## `patient_path` is the NodePath of the patient Pawn; stored as String for JSON safety.
|
||||
##
|
||||
## data keys:
|
||||
## "patient" — String(patient_path)
|
||||
## "started" — bool; false until first tick
|
||||
## "ticks_treating" — int; incremented each tick; safety ceiling at 600
|
||||
static func treat(patient_path: NodePath) -> Toil:
|
||||
var t := Toil.new()
|
||||
t.kind = KIND_TREAT
|
||||
t.data = {
|
||||
"patient": String(patient_path),
|
||||
"started": false,
|
||||
"ticks_treating": 0,
|
||||
}
|
||||
return t
|
||||
|
||||
|
||||
## Timed crafting action at a Workbench.
|
||||
## `workbench_path` is the NodePath of the Workbench entity (stored as String for JSON safety).
|
||||
## `bill_index` is the index into workbench.bills that this toil should run.
|
||||
|
|
|
|||
101
scenes/ai/wolf_spawner.gd
Normal file
101
scenes/ai/wolf_spawner.gd
Normal file
|
|
@ -0,0 +1,101 @@
|
|||
class_name WolfSpawner extends Node
|
||||
## Storyteller-side spawner for wolf raid events.
|
||||
##
|
||||
## Spawn trigger (Phase 10): full night (darkness_factor >= 0.8) AND off cooldown.
|
||||
## Season-weighted spawning (design.md "Wolf spawn") is deferred to Phase 12
|
||||
## when WeatherSystem / SeasonSystem land.
|
||||
##
|
||||
## WolfSpawner is a Node child of the World scene — not an autoload.
|
||||
## Wolf scenes are add_child()'d to get_parent() (the World scene root) so
|
||||
## wolves share the same node tree as all other entities.
|
||||
##
|
||||
## Pack size is PACK_MIN–PACK_MAX for Phase 10 demo. design.md target is 1–4;
|
||||
## widen the range in Phase 17 once the combat spike validates feel.
|
||||
|
||||
const PACK_MIN: int = 1
|
||||
const PACK_MAX: int = 2 # Phase 10 demo; design.md target 1–4 for Phase 17.
|
||||
|
||||
## Minimum sim ticks between raids. 4800 ticks = 1 in-game day at 20 Hz.
|
||||
## Prevents stacked raids in consecutive night phases.
|
||||
const RAID_COOLDOWN_TICKS: int = 4800
|
||||
|
||||
## How far from each map edge to allow spawn tiles (avoids corner/boundary weirdness).
|
||||
const MAP_EDGE_BLEED: int = 2
|
||||
|
||||
## Preloaded Wolf scene. Mirrors the pattern used by Tree/Item entities.
|
||||
const WOLF_SCENE: PackedScene = preload("res://scenes/entities/wolf.tscn")
|
||||
|
||||
## Sim-tick number of the last raid this spawner triggered.
|
||||
## Initialised to -RAID_COOLDOWN_TICKS so the first eligible night is fair game.
|
||||
var _last_raid_tick: int = -RAID_COOLDOWN_TICKS
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
EventBus.sim_tick.connect(_on_sim_tick)
|
||||
|
||||
|
||||
func _on_sim_tick(n: int) -> void:
|
||||
# Gate 1: only spawn during deep night (darkness >= 0.8 means past dusk ramp).
|
||||
# Clock.darkness_factor() returns 1.0 at full night, 0.8 at ~90% through the dusk ramp.
|
||||
if Clock.darkness_factor() < 0.8:
|
||||
return
|
||||
# Gate 2: cooldown — at least one in-game day between raids.
|
||||
if n - _last_raid_tick < RAID_COOLDOWN_TICKS:
|
||||
return
|
||||
|
||||
_trigger_raid(n)
|
||||
|
||||
|
||||
func _trigger_raid(current_tick: int) -> void:
|
||||
_last_raid_tick = current_tick
|
||||
var pack_size := randi_range(PACK_MIN, PACK_MAX)
|
||||
var spawn_tiles := _pick_spawn_tiles(pack_size)
|
||||
for spawn_tile in spawn_tiles:
|
||||
var w: Wolf = WOLF_SCENE.instantiate()
|
||||
get_parent().add_child(w)
|
||||
w.setup(spawn_tile)
|
||||
Audit.log("wolf", "RAID: %d wolf(ves) spawned at %s" % [pack_size, spawn_tiles])
|
||||
|
||||
|
||||
func _pick_spawn_tiles(count: int) -> Array[Vector2i]:
|
||||
## Choose a random map edge, then return `count` tiles clustered near a
|
||||
## random anchor on that edge. All tiles are inside MAP_EDGE_BLEED to avoid
|
||||
## corner/boundary edge cases with the pathfinder grid bounds.
|
||||
##
|
||||
## Map size matches World.MAP_SIZE_TILES (80×80 in Phase 1).
|
||||
## Duck-typed access to World.MAP_SIZE_TILES would require it to be declared
|
||||
## there; using the literal constant is safe for MVP and matches the pattern
|
||||
## used in WolfSpawner's Phase 10 scope. Phase 16 or 17 can wire this to
|
||||
## World.MAP_SIZE_TILES when that const lands on the autoload.
|
||||
const MAP_W: int = 80
|
||||
const MAP_H: int = 80
|
||||
|
||||
var side: int = randi() % 4 # 0 = top, 1 = right, 2 = bottom, 3 = left
|
||||
var anchor: Vector2i
|
||||
match side:
|
||||
0: # Top edge
|
||||
anchor = Vector2i(
|
||||
randi_range(MAP_EDGE_BLEED, MAP_W - MAP_EDGE_BLEED - 1),
|
||||
MAP_EDGE_BLEED
|
||||
)
|
||||
1: # Right edge
|
||||
anchor = Vector2i(
|
||||
MAP_W - MAP_EDGE_BLEED - 1,
|
||||
randi_range(MAP_EDGE_BLEED, MAP_H - MAP_EDGE_BLEED - 1)
|
||||
)
|
||||
2: # Bottom edge
|
||||
anchor = Vector2i(
|
||||
randi_range(MAP_EDGE_BLEED, MAP_W - MAP_EDGE_BLEED - 1),
|
||||
MAP_H - MAP_EDGE_BLEED - 1
|
||||
)
|
||||
_: # Left edge (side == 3)
|
||||
anchor = Vector2i(
|
||||
MAP_EDGE_BLEED,
|
||||
randi_range(MAP_EDGE_BLEED, MAP_H - MAP_EDGE_BLEED - 1)
|
||||
)
|
||||
|
||||
# Cluster wolves horizontally from the anchor; they start packed together.
|
||||
var tiles: Array[Vector2i] = []
|
||||
for i in count:
|
||||
tiles.append(anchor + Vector2i(i, 0))
|
||||
return tiles
|
||||
1
scenes/ai/wolf_spawner.gd.uid
Normal file
1
scenes/ai/wolf_spawner.gd.uid
Normal file
|
|
@ -0,0 +1 @@
|
|||
uid://61se8jnhy1v3
|
||||
Loading…
Add table
Add a link
Reference in a new issue