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>
This commit is contained in:
megaproxy 2026-05-11 16:11:36 +01:00
parent a1e5b38dd6
commit 1b6ad2bcc6
21 changed files with 1016 additions and 35 deletions

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class_name DoctorProvider extends WorkProvider
## WorkProvider for the Doctor work category. Slots into the 5-layer pawn AI
## (Decision → WorkProvider → Job + JobRunner) at priority 9 — above sleep (8)
## so able-bodied doctors volunteer for rescue before their own rest.
## Phase 17 will expose this via the work-priority matrix so the player can
## set individual pawns to Doctor=Off.
##
## Rescue model (Phase 9):
## A doctor pawn picks the nearest downed pawn that has no doctor already
## assigned to them. The job is a 4-toil sequence:
## 1. walk_to(patient.tile) — doctor walks to the downed pawn
## 2. rescue(patient_path) — single-tick marker (doctor "arrived")
## 3. walk_to(medical_bed.tile)— doctor walks to the nearest medical bed
## 4. treat(patient_path) — multi-tick: snap patient to bed, heal until
## HP ≥ 50 AND not bleeding, or 600-tick timeout
##
## Phase 9 simplification: the patient is teleported to the bed on the first
## tick of the treat toil (no carry visual). Phase 17 may add a proper carry
## animation and render the patient following the doctor during the walk.
##
## Bed preference: medical beds (is_medical=true) over regular beds.
## Fallback: any available bed if no medical bed exists.
## Hard fail: if no bed is available at all, the job is not issued and
## Audit.log records the skip so the developer can see the bottleneck.
##
## Pawn and Bed are intentionally duck-typed to avoid the class_name
## registration-order trap documented in Phase 2/3.
##
## docs/architecture.md "Doctor work — Downed priority"
## docs/design.md "Downed & death"
func _init() -> void:
category = &"doctor"
# Priority 9 > sleep (8) > eat (7) > construction (6) > …
# Above sleep: saving a downed pawn beats the doctor's personal rest need.
# Phase 17 may let the player tune this per-pawn via the work-priority matrix.
priority = 9
# ── WorkProvider override ─────────────────────────────────────────────────────
## Returns a 4-toil rescue Job for `pawn`, or null if there is nothing to do.
##
## `pawn` is duck-typed: must expose .is_downed(), .carried_item, .tile,
## .pawn_name, and .get_path().
func find_best_for(pawn) -> Job:
# Downed pawns can't doctor (Decision Layer 1 also blocks them via
# is_incapacitated(); this guard is belt-and-suspenders).
if pawn.has_method("is_downed") and pawn.is_downed():
return null
# Don't interrupt an active carry — finish hauling first.
if pawn.carried_item != null:
return null
# Find the nearest downed pawn that isn't this pawn.
var best_patient = null
var best_dist: int = 999999
for p in World.pawns:
if not p.has_method("is_downed") or not p.is_downed():
continue
if p == pawn:
continue
var d: int = abs(p.tile.x - pawn.tile.x) + abs(p.tile.y - pawn.tile.y)
if d < best_dist:
best_dist = d
best_patient = p
if best_patient == null:
return null
# Find the nearest available medical bed (preferred) or any available bed.
var medical_bed = _find_best_bed()
if medical_bed == null:
Audit.log(
"doctor",
"%s: no bed available for %s — rescue skipped" % [pawn.pawn_name, best_patient.pawn_name]
)
return null
var j := Job.new()
j.label = "Rescue %s → bed at %s" % [best_patient.pawn_name, medical_bed.tile]
# 4-toil sequence per the doctor rescue model above.
j.toils.append(Toil.walk_to(best_patient.tile))
j.toils.append(Toil.rescue(best_patient.get_path()))
j.toils.append(Toil.walk_to(medical_bed.tile))
j.toils.append(Toil.treat(best_patient.get_path()))
return j
# ── helpers ───────────────────────────────────────────────────────────────────
## Returns the best available bed for medical treatment.
## Prefers beds with is_medical=true; falls back to any available bed.
## Returns null when no bed is available at all.
func _find_best_bed():
# First pass: look for a medical bed.
for bed in World.beds:
if not bed.is_available():
continue
if bed.get("is_medical") == true:
return bed
# Second pass: accept any available bed if no medical bed was found.
for bed in World.beds:
if bed.is_available():
return bed
return null