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
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@ -20,6 +20,8 @@ const KIND_BUILD: StringName = &"build" # Timed construction on a Wall /
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const KIND_CRAFT: StringName = &"craft" # Timed crafting at a Workbench driven by a Bill
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const KIND_EAT: StringName = &"eat" # Consume pawn.carried_item and restore hunger
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const KIND_SLEEP: StringName = &"sleep" # Sleep in a Bed (or on the floor) until pawn.sleep is full
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const KIND_RESCUE: StringName = &"rescue" # Marker: doctor has visited the downed pawn; single-tick no-op
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const KIND_TREAT: StringName = &"treat" # Multi-tick: apply medicine until patient HP ≥ revive threshold + no bleeding
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var kind: StringName = KIND_IDLE
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## Toil-specific params — all values must be int, float, bool, String, Dict, or Array.
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@ -135,6 +137,52 @@ static func sleep_in_bed(bed_path: NodePath) -> Toil:
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return t
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## Single-tick marker: the doctor has physically reached the downed patient.
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## On execution the doctor visits the patient tile; the actual transport happens
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## in the subsequent walk_to(bed) and treat toils.
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##
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## `patient_path` is the NodePath of the downed Pawn; stored as String for JSON safety.
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##
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## data keys:
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## "patient" — String(patient_path)
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## "started" — bool; set true on first tick so the match arm knows it fired.
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static func rescue(patient_path: NodePath) -> Toil:
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var t := Toil.new()
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t.kind = KIND_RESCUE
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t.data = {
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"patient": String(patient_path),
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"started": false,
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}
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return t
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## Multi-tick treatment of a downed pawn.
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##
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## First tick: snap the patient to the doctor's current tile (the medical-bed
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## tile the doctor just walked to), mark started.
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## Every tick: apply 0.5 HP of healing. Clear the "bleeding" status every
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## 100 ticks (Phase 9 simplification — full bleed cure in one pass; Phase 17
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## may model severity reduction per tick).
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## Done when patient.hp >= HP_REVIVE_THRESHOLD AND patient has no bleeding,
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## or after 600 ticks (safety ceiling).
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##
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## `patient_path` is the NodePath of the patient Pawn; stored as String for JSON safety.
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##
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## data keys:
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## "patient" — String(patient_path)
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## "started" — bool; false until first tick
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## "ticks_treating" — int; incremented each tick; safety ceiling at 600
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static func treat(patient_path: NodePath) -> Toil:
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var t := Toil.new()
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t.kind = KIND_TREAT
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t.data = {
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"patient": String(patient_path),
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"started": false,
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"ticks_treating": 0,
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}
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return t
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## Timed crafting action at a Workbench.
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## `workbench_path` is the NodePath of the Workbench entity (stored as String for JSON safety).
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## `bill_index` is the index into workbench.bills that this toil should run.
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