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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@ -53,6 +53,12 @@ const SLEEP_MOOD_BY_QUALITY: Array[int] = [-8, -2, 0, 5, 8]
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## can override via label_text without needing a subclass.
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@export var label_text: String = "Bed"
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## When true, this bed is designated as a medical treatment site.
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## DoctorProvider (Phase 9) prefers medical beds over regular beds when
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## choosing a destination for downed pawns. A small red cross is drawn over
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## the pillow in _draw() so the player can tell medical beds apart at a glance.
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@export var is_medical: bool = false
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# ── state ─────────────────────────────────────────────────────────────────────
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## Ticks of construction work applied so far. 0..BUILD_TICKS.
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@ -169,6 +175,7 @@ func to_dict() -> Dictionary:
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"tile_y": tile.y,
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"quality": quality,
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"label_text": label_text,
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"is_medical": is_medical,
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"build_progress": build_progress,
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"completed": _completed,
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"owner_pawn_name": owner_name,
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@ -183,6 +190,7 @@ func from_dict(d: Dictionary) -> void:
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tile = Vector2i(int(d.get("tile_x", 0)), int(d.get("tile_y", 0)))
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quality = int(d.get("quality", 1))
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label_text = str(d.get("label_text", "Bed"))
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is_medical = bool(d.get("is_medical", false))
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build_progress = int(d.get("build_progress", 0))
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_completed = bool(d.get("completed", false))
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# owner_pawn: Phase 16 will walk World.pawns and match by pawn_name.
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@ -231,6 +239,13 @@ func _draw_bed(alpha: float) -> void:
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# Pillow: 6×3, horizontally centred, flush with the top of the body band.
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draw_rect(Rect2(Vector2(-3.0, -11.0), Vector2(6.0, 3.0)), pillow)
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# Medical cross: small red + over the pillow area.
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# Two overlapping rects form a classic cross — universal medical symbol.
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if is_medical:
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var cross := Color(0.85, 0.10, 0.10, alpha)
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draw_rect(Rect2(Vector2(-3.0, -8.0), Vector2(6.0, 2.0)), cross) # horizontal bar
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draw_rect(Rect2(Vector2(-1.0, -10.0), Vector2(2.0, 6.0)), cross) # vertical bar
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# ── base / legs band ──────────────────────────────────────────────────────
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draw_rect(Rect2(Vector2(-8.0, -3.0), Vector2(16.0, 3.0)), frame_dark)
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