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:
parent
a1e5b38dd6
commit
1b6ad2bcc6
21 changed files with 1016 additions and 35 deletions
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
|
||||
Loading…
Add table
Add a link
Reference in a new issue