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 StatusCatalog
## Static factory registry for named statuses.
##
## Mirrors ThoughtCatalog: each factory returns a fresh Status with all fields
## set correctly. Callers must not mutate the returned object before passing
## it to Pawn.add_status() — add_status() handles severity stack-merging.
##
## Phase 9 ships: bleeding(), downed().
## Phase 12 will add: wet(), cold().
## Phase 17 will add: sick(), infected().
##
## Usage pattern:
## pawn.add_status(StatusCatalog.bleeding(2))
##
## docs/design.md "Health & status effects"; docs/design.md "Downed & death".
## Sim ticks before an untreated bleed-out causes death.
## design.md "Downed & death": 6 in-game hours.
## At 20 Hz × 60 s/min × 60 min/hr × 6 hr = 432 000 ticks at 1×.
## At Fast (5×) that compresses to ~86 400 real-Hz-ticks — but game time is
## what the player sees, so this constant is in game-time-equivalent ticks
## (the same 20-Hz tick stream; speed multiplier compresses the real clock,
## not the tick count that this timer counts against).
## Phase 20 may retune; keeping the name locked from day one per design.md.
const BLEED_OUT_TICKS: int = 432000 # 6 in-game hours at 20 Hz
## 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 (13).
## 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