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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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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