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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@ -16,3 +16,8 @@ signal designation_cleared(cell: Vector2i) ## Ghost removed (j
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# Phase 8 — Mood system.
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# Phase 8 — Mood system.
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signal pawn_mood_changed(pawn, mood: float) ## Emitted by Pawn._recompute_mood() whenever mood is recalculated.
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signal pawn_mood_changed(pawn, mood: float) ## Emitted by Pawn._recompute_mood() whenever mood is recalculated.
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# Phase 9 — HP + Status system.
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signal pawn_took_damage(pawn, amount: float) ## Emitted by Pawn.take_damage() after HP is reduced.
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signal pawn_status_added(pawn, status) ## Emitted by Pawn.add_status() when a new status is appended.
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signal pawn_status_removed(pawn, status) ## Emitted by Pawn.remove_status_by_id() when a status is dropped.
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@ -61,6 +61,13 @@ var beds: Array = []
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# is_on() → bool | get_light_tile() → Vector2i | get_light_radius() → int
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# is_on() → bool | get_light_tile() → Vector2i | get_light_radius() → int
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var light_sources: Array = []
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var light_sources: Array = []
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# Phase 10 — wolf entities. Wolf._ready() calls register_wolf();
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# Wolf._exit_tree() calls unregister_wolf(). WolfSpawner reads/writes
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# nothing from this array directly — it only add_child()s new wolves.
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# CombatSystem (Phase 10) will iterate this for threat detection.
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# Untyped array — avoids class_name ordering window (Phase 2 gotcha).
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var wolves: Array = []
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# Phase 4 — hauling dirty set. Keys are Items, value is unused (we just use .keys()).
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# Phase 4 — hauling dirty set. Keys are Items, value is unused (we just use .keys()).
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# An Item is added when it spawns (Tree.fell, Rock.mined, workbench drop, ...)
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# An Item is added when it spawns (Tree.fell, Rock.mined, workbench drop, ...)
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# and removed when it lands at its highest-priority valid destination.
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# and removed when it lands at its highest-priority valid destination.
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@ -211,6 +218,17 @@ func unregister_light_source(ls) -> void:
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light_sources.erase(ls)
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light_sources.erase(ls)
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# ── Phase 10: wolf registry ────────────────────────────────────────────────
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func register_wolf(w) -> void:
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if not wolves.has(w):
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wolves.append(w)
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func unregister_wolf(w) -> void:
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wolves.erase(w)
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## Returns true if `tile` is within get_light_radius() of any is_on() light
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## Returns true if `tile` is within get_light_radius() of any is_on() light
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## source. Uses Manhattan distance (no wall-occlusion in Phase 11; Phase 13
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## source. Uses Manhattan distance (no wall-occlusion in Phase 11; Phase 13
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## may add BFS-based occlusion through the room/roof system).
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## may add BFS-based occlusion through the room/roof system).
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@ -16,7 +16,9 @@ Effort estimates are wall-time at **focused solo pace**. Scale up generously for
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| ✅ done — Crop entity (6-stage state machine), PlantProvider (harvest), Hunger need + EatProvider w/ food-priority ladder, Hearth/Millstone via label_text, grain/flour/bread/meal types | **Phase 7 — Plants, cooking, hunger** |
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| ✅ done — Crop entity (6-stage state machine), PlantProvider (harvest), Hunger need + EatProvider w/ food-priority ladder, Hearth/Millstone via label_text, grain/flour/bread/meal types | **Phase 7 — Plants, cooking, hunger** |
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| ✅ done — Bed entity (quality-tinted, claim/release), Sleep need + SleepProvider + KIND_SLEEP toil, Thought registry + mood compute + Sulking soft-break, Decision Layer-1 interrupt | **Phase 8 — Sleep, mood, thoughts** |
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| ✅ done — Bed entity (quality-tinted, claim/release), Sleep need + SleepProvider + KIND_SLEEP toil, Thought registry + mood compute + Sulking soft-break, Decision Layer-1 interrupt | **Phase 8 — Sleep, mood, thoughts** |
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| ✅ done (out of order — taken before Phase 9 for the atmospheric win) — Clock autoload + dawn/day/dusk/night phases + darkness_factor ramp, CanvasModulate global tint, Torch entity + PointLight2D + procedural radial gradient, Hearth opts-in as light source, in_darkness thought | **Phase 11 — Day/night + Lighting** |
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| ✅ done (out of order — taken before Phase 9 for the atmospheric win) — Clock autoload + dawn/day/dusk/night phases + darkness_factor ramp, CanvasModulate global tint, Torch entity + PointLight2D + procedural radial gradient, Hearth opts-in as light source, in_darkness thought | **Phase 11 — Day/night + Lighting** |
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| ⏳ next | **Phase 9 — Status effects + Medicine** |
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| ✅ done — HP + Status registry (Bleeding/Downed), pawn `take_damage`/`heal`/downed visual, DoctorProvider (priority 9, highest), medical bed (red cross marker), Rescue + Treat toils, EventBus damage/status signals, Decision Layer-1 incapacitation interrupt | **Phase 9 — Status effects + Medicine** |
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| ✅ done — Wolf entity (4-state APPROACH/ENGAGE/FLEE/DEAD, procedural canine sprite with red eyes), WolfSpawner (1–2 wolves at random map edge, triggers at darkness≥0.8 with daily cooldown), two-roll combat (70% hit + 50% bleed chance on hit), World.wolves registry | **Phase 10 — Combat + Wolves** |
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| ⏳ next | **Phase 12 — Seasons + Weather** |
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Use this doc as a checklist: tick boxes as items complete, and update the **Status** row above whenever a phase rolls over. The last bullet of each phase is the *acceptance demo* — the phase is "done" when you can perform it.
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Use this doc as a checklist: tick boxes as items complete, and update the **Status** row above whenever a phase rolls over. The last bullet of each phase is the *acceptance demo* — the phase is "done" when you can perform it.
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@ -228,37 +230,37 @@ The five items from `memory.md` *Open questions / Audit*. None of these need cod
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---
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---
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## Phase 9 — Status effects + Medicine (~2–3 weeks)
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## Phase 9 — Status effects + Medicine (~2–3 weeks) — ✅ done 2026-05-11
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**Goal:** the full status-driven drama from `design.md` Health section.
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**Goal:** the full status-driven drama from `design.md` Health section.
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- [ ] **Status registry:** Hungry, Tired, Bleeding, Sick, Downed, Wet (Damp/Soaked), Cold
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- [x] **Status registry skeleton:** Bleeding + Downed shipped (Hungry/Tired live as Needs in Phase 7/8; Sick/Wet/Cold deferred — registry/data-class shape ready for them)
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- [ ] Each status: trigger condition, decay rate, gameplay effect (move-speed, work-speed, mood thought, threshold-flips)
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- [x] Each status: PERSISTENT/EVENT lifetime, severity stacks (max=3), gameplay effect (Bleeding ticks HP loss; Downed gates work via Decision Layer-1 incapacitation interrupt)
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- [ ] **Bleed-out timer** (`BLEED_OUT_TICKS` = 6 in-game hours from `design.md:418`, locked)
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- [x] **Bleed-out timer** (`BLEED_OUT_TICKS` = 1200 ticks demo value; **6 in-game hours = 432000 design value** documented in `status_catalog.gd` — flip on first time-balance pass)
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- [ ] Doctor work category (already in 9-list; provider lands here)
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- [x] DoctorProvider work category (priority 9 — highest)
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- [ ] **Medical bed** furniture
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- [x] **Medical bed** furniture (`bed.is_medical=true`, red cross marker draws on pillow)
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- [ ] Treatment job: walk → fetch supplies → walk → treat (timed by Medicine skill)
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- [x] Treatment job: walk → rescue → walk → treat — KIND_RESCUE + KIND_TREAT toils, JobRunner `_tick_rescue`/`_tick_treat` (Medicine skill tuning deferred to Phase 20)
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- [ ] Doctor interrupt prioritization — Combat=Off doctors still volunteer for medicine
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- [ ] Doctor interrupt prioritization — Combat=Off doctors still volunteer for medicine (Combat work category not yet split; revisit when weapons land)
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- [ ] **Downed → rescue model:** Downed pawns get a timer; doctor walks them to medical bed; if timer expires before bed, pawn dies
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- [x] **Downed → rescue model:** downed pawns wait for any non-downed pawn; DoctorProvider scans `World.pawns` for nearest. Death-on-timeout deferred to Phase 14
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- [ ] **Acceptance:** Wound a pawn → bleeds → second pawn breaks off work → carries to medical bed → treats → recovery thoughts fire. Try with no doctor available — pawn dies, watch the death pipeline run (Phase 14 closes the loop).
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- [x] **Acceptance:** Wounded Bram (75 dmg + Bleeding stack=2 → hp 25, Downed) — Edda + Cora both volunteered via `doctor → 'Rescue Bram → bed at (47, 24)'` — walked → snapped Bram to medical bed → treated — Bram healed to 94.2 hp, statuses cleared, returned to work. Verified MCP runtime + screenshot.
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---
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---
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## Phase 10 — Combat + Wolves (~3 weeks)
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## Phase 10 — Combat + Wolves (~3 weeks) — ✅ wolf-first slice done 2026-05-11
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**Goal:** real threat, real defense, real consequences.
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**Goal:** real threat, real defense, real consequences.
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- [ ] **3 weapons:** sword (melee), axe (melee, slow), bow (ranged) — stats per `design.md`
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- [ ] **3 weapons:** sword (melee), axe (melee, slow), bow (ranged) — stats per `design.md` (deferred — wolves attack unarmed pawns; player weapons land later)
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- [ ] **3 armor slots:** helm, cuirass, boots
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- [ ] **3 armor slots:** helm, cuirass, boots (deferred — pair with weapons)
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- [ ] Equipment system on pawn (carry + active slots)
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- [ ] Equipment system on pawn (carry + active slots) (deferred)
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- [ ] **Hit math:** two-roll resolution (hit roll → damage roll, armor reduces damage). Bonuses: skill ×5%, range ×5%, cover 40/20%. Numbers placeholder, tune in Phase 20.
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- [x] **Hit math:** two-roll resolution shipped on wolf side (70% hit + damage roll). Skill/range/cover modifiers deferred until pawn-side weapons.
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- [ ] **Cover:** walls = 40%, trees = 20%. Cover lookup is per-shooter, per-target line.
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- [ ] **Cover:** walls = 40%, trees = 20% (deferred — pair with weapons)
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- [ ] Combat priority semantics: Off ≠ "won't fight" — Off = "defends if cornered, won't volunteer" (per `design.md:64`)
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- [ ] Combat priority semantics (deferred — pair with weapons)
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- [ ] **Friendly fire ON** — bow pawns can hit teammates in line
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- [ ] **Friendly fire ON** (deferred — pair with bow)
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- [ ] **Wolf entity:** Animal class, 4-state machine (APPROACH → ENGAGE → FLEE → DEAD per `architecture.md:700`)
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- [x] **Wolf entity:** `class_name Wolf extends Node2D`, 4-state machine APPROACH → ENGAGE → FLEE → DEAD (FLEE is no-op stub, expand when injury threshold lands)
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- [ ] Wolf spawn: storyteller-driven, at map edge, in packs of 1–4, **night only**, season-weighted (more in winter)
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- [x] Wolf spawn: WolfSpawner triggers at `darkness_factor ≥ 0.8`, packs of 1–2 (design target 1–4 — tune up post-tuning pass), random map-edge cluster, 1-in-game-day cooldown. Season-weighting deferred to Phase 12.
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- [ ] **Spike (~half day):** combat feel — 3 pawns vs 3 wolves on a small map. Does the two-roll resolution feel good? If not, dial numbers before Phase 20.
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- [ ] **Spike (~half day):** combat feel test — partly satisfied by wolf-only test; full spike awaits player weapons
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- [ ] **Acceptance:** Wolf raid at night — pawns auto-fight (or flee per priorities) — some get downed — doctor saves who they can — bodies on the field.
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- [x] **Acceptance (partial):** Wolf raid at night verified — `[wolf] RAID: 1 wolf(ves) spawned at [(53, 2)]` at day 3 22:00, multiple raid cycles across nights (4 wolves alive by day 4 01:51). Pawn-side defense + downed cascade verified by Phase 9 manual injury — full wolf-bites-pawn → bleed → doctor chain awaits pawn-side melee.
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---
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---
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@ -174,6 +174,15 @@ Same scope as locked in `~/claude/ideas/rimlike/plan.md`. Realistic timeline 3
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- No wolf sprite anywhere in the bundle. **Opens a wolf-acquisition decision** (see Open questions).
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- No wolf sprite anywhere in the bundle. **Opens a wolf-acquisition decision** (see Open questions).
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- `Retro Graveyard 16x16 Tileset [Kingdom Explorer]` confirmed in Tier 3 — full graveyard suite, ready for direct use in Phase 14.
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- `Retro Graveyard 16x16 Tileset [Kingdom Explorer]` confirmed in Tier 3 — full graveyard suite, ready for direct use in Phase 14.
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### 2026-05-11
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- **Phases 1–11 all shipped between 2026-05-10 and 2026-05-11** (the in-context session log lagged behind the commits). See `docs/implementation.md` Status table for canonical phase-by-phase state; below is just the headline.
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- **Phase 9 (Status + Medicine) + Phase 10 (Combat + Wolves) shipped as the "drama pair"** via 3-agent fan-out (Agent A: HP/Status on pawn, Agent B: DoctorProvider + medical bed + Rescue/Treat toils, Agent C: Wolf entity + WolfSpawner). Opus integrated into `scenes/world/world.tscn` + `world.gd` (middle bed at (47,24) marked `is_medical=true`).
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- **MCP runtime verified both phases.** Phase 9: injected 75 dmg + Bleeding(2) into Bram → went Downed (hp 25) → Edda+Cora both volunteered `doctor → 'Rescue Bram → bed at (47, 24)'` → treated → Bram healed to 94.2 hp, statuses cleared, returned to work. Phase 10: `[wolf] RAID: 1 wolf(ves) spawned at [(53, 2)]` fired at day 3 22:00 (darkness ≥ 0.8); 4 wolves alive across raid cycles by day 4 01:51. Screenshot confirms medical-bed red-cross marker and wolf silhouettes at night.
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- **Phase 10 deliberately partial** — wolf-side combat (two-roll, bleed on hit) shipped, but pawn-side weapons/armor/cover/friendly-fire deferred. Acceptance demo's full chain (wolf → bites → pawn bleeds → doctor saves) awaits player weapons. WolfSpawner pack size 1–2 vs design target 1–4 — tune up post Phase 20 numbers pass.
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- **Bleed-out timer shipped at demo value** `BLEED_OUT_TICKS = 1200` (~ minutes) instead of design value `432000` (6 in-game hours). Documented in `status_catalog.gd`; flip on first time-balance pass. Recorded so it doesn't ship to a release at the demo value.
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- **Bed-claim bug noticed in passing** during ULTRA-speed run: `Bram bed claim failed at /root/Main/World/Bed — sleeping on floor` for two of three pawns even when beds free. Doesn't gate Phase 12; logged for separate triage.
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- Next: Phase 12 (Seasons + Weather) or Phase 13 (Rooms + Roofing + Beauty + Cleaning) — user's call.
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## External references
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## External references
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- **Forgejo repo:** https://git.rdx4.com/megaproxy/rimlike (private)
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- **Forgejo repo:** https://git.rdx4.com/megaproxy/rimlike (private)
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108
scenes/ai/doctor_provider.gd
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108
scenes/ai/doctor_provider.gd
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class_name DoctorProvider extends WorkProvider
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## WorkProvider for the Doctor work category. Slots into the 5-layer pawn AI
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## (Decision → WorkProvider → Job + JobRunner) at priority 9 — above sleep (8)
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## so able-bodied doctors volunteer for rescue before their own rest.
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## Phase 17 will expose this via the work-priority matrix so the player can
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## set individual pawns to Doctor=Off.
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##
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## Rescue model (Phase 9):
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## A doctor pawn picks the nearest downed pawn that has no doctor already
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## assigned to them. The job is a 4-toil sequence:
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## 1. walk_to(patient.tile) — doctor walks to the downed pawn
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## 2. rescue(patient_path) — single-tick marker (doctor "arrived")
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## 3. walk_to(medical_bed.tile)— doctor walks to the nearest medical bed
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## 4. treat(patient_path) — multi-tick: snap patient to bed, heal until
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## HP ≥ 50 AND not bleeding, or 600-tick timeout
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##
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## Phase 9 simplification: the patient is teleported to the bed on the first
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## tick of the treat toil (no carry visual). Phase 17 may add a proper carry
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## animation and render the patient following the doctor during the walk.
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##
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## Bed preference: medical beds (is_medical=true) over regular beds.
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## Fallback: any available bed if no medical bed exists.
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## Hard fail: if no bed is available at all, the job is not issued and
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## Audit.log records the skip so the developer can see the bottleneck.
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##
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## Pawn and Bed are intentionally duck-typed to avoid the class_name
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## registration-order trap documented in Phase 2/3.
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##
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## docs/architecture.md "Doctor work — Downed priority"
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## docs/design.md "Downed & death"
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func _init() -> void:
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category = &"doctor"
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# Priority 9 > sleep (8) > eat (7) > construction (6) > …
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# Above sleep: saving a downed pawn beats the doctor's personal rest need.
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# Phase 17 may let the player tune this per-pawn via the work-priority matrix.
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priority = 9
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# ── WorkProvider override ─────────────────────────────────────────────────────
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## Returns a 4-toil rescue Job for `pawn`, or null if there is nothing to do.
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##
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## `pawn` is duck-typed: must expose .is_downed(), .carried_item, .tile,
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## .pawn_name, and .get_path().
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func find_best_for(pawn) -> Job:
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# Downed pawns can't doctor (Decision Layer 1 also blocks them via
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# is_incapacitated(); this guard is belt-and-suspenders).
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if pawn.has_method("is_downed") and pawn.is_downed():
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return null
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# Don't interrupt an active carry — finish hauling first.
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if pawn.carried_item != null:
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return null
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# Find the nearest downed pawn that isn't this pawn.
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var best_patient = null
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var best_dist: int = 999999
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for p in World.pawns:
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if not p.has_method("is_downed") or not p.is_downed():
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continue
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if p == pawn:
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continue
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var d: int = abs(p.tile.x - pawn.tile.x) + abs(p.tile.y - pawn.tile.y)
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if d < best_dist:
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best_dist = d
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best_patient = p
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if best_patient == null:
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return null
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# Find the nearest available medical bed (preferred) or any available bed.
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var medical_bed = _find_best_bed()
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if medical_bed == null:
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Audit.log(
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"doctor",
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"%s: no bed available for %s — rescue skipped" % [pawn.pawn_name, best_patient.pawn_name]
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)
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return null
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||||||
|
var j := Job.new()
|
||||||
|
j.label = "Rescue %s → bed at %s" % [best_patient.pawn_name, medical_bed.tile]
|
||||||
|
# 4-toil sequence per the doctor rescue model above.
|
||||||
|
j.toils.append(Toil.walk_to(best_patient.tile))
|
||||||
|
j.toils.append(Toil.rescue(best_patient.get_path()))
|
||||||
|
j.toils.append(Toil.walk_to(medical_bed.tile))
|
||||||
|
j.toils.append(Toil.treat(best_patient.get_path()))
|
||||||
|
return j
|
||||||
|
|
||||||
|
|
||||||
|
# ── helpers ───────────────────────────────────────────────────────────────────
|
||||||
|
|
||||||
|
## Returns the best available bed for medical treatment.
|
||||||
|
## Prefers beds with is_medical=true; falls back to any available bed.
|
||||||
|
## Returns null when no bed is available at all.
|
||||||
|
func _find_best_bed():
|
||||||
|
# First pass: look for a medical bed.
|
||||||
|
for bed in World.beds:
|
||||||
|
if not bed.is_available():
|
||||||
|
continue
|
||||||
|
if bed.get("is_medical") == true:
|
||||||
|
return bed
|
||||||
|
# Second pass: accept any available bed if no medical bed was found.
|
||||||
|
for bed in World.beds:
|
||||||
|
if bed.is_available():
|
||||||
|
return bed
|
||||||
|
return null
|
||||||
1
scenes/ai/doctor_provider.gd.uid
Normal file
1
scenes/ai/doctor_provider.gd.uid
Normal file
|
|
@ -0,0 +1 @@
|
||||||
|
uid://dtmlwkb718mij
|
||||||
|
|
@ -105,6 +105,10 @@ func tick() -> void:
|
||||||
_tick_eat(t)
|
_tick_eat(t)
|
||||||
Toil.KIND_SLEEP:
|
Toil.KIND_SLEEP:
|
||||||
_tick_sleep(t)
|
_tick_sleep(t)
|
||||||
|
Toil.KIND_RESCUE:
|
||||||
|
_tick_rescue(t)
|
||||||
|
Toil.KIND_TREAT:
|
||||||
|
_tick_treat(t)
|
||||||
|
|
||||||
if t.done:
|
if t.done:
|
||||||
job.advance()
|
job.advance()
|
||||||
|
|
@ -621,6 +625,140 @@ func _tick_sleep(t) -> void:
|
||||||
t.done = true
|
t.done = true
|
||||||
|
|
||||||
|
|
||||||
|
## Execute one tick of a RESCUE toil.
|
||||||
|
##
|
||||||
|
## Single-tick marker. The doctor walks to the patient via a preceding WALK_TO
|
||||||
|
## toil; this toil records the visit and immediately completes. The actual
|
||||||
|
## "transport" of the patient to the medical bed is handled by the subsequent
|
||||||
|
## WALK_TO(bed) + TREAT toil sequence: the TREAT toil snaps the patient to the
|
||||||
|
## doctor's tile on its first tick, which is the bed tile.
|
||||||
|
##
|
||||||
|
## If the patient is gone or no longer downed, we log and skip (done=true)
|
||||||
|
## so the job runner doesn't stall on a phantom task.
|
||||||
|
func _tick_rescue(t) -> void:
|
||||||
|
var patient = _resolve_patient(t)
|
||||||
|
if patient == null:
|
||||||
|
Audit.log(
|
||||||
|
"job_runner",
|
||||||
|
"%s rescue: patient gone or invalid — skipping" % pawn.pawn_name
|
||||||
|
)
|
||||||
|
t.done = true
|
||||||
|
return
|
||||||
|
if not patient.has_method("is_downed") or not patient.is_downed():
|
||||||
|
Audit.log(
|
||||||
|
"job_runner",
|
||||||
|
"%s rescue: patient %s is not downed — skipping" % [pawn.pawn_name, patient.pawn_name]
|
||||||
|
)
|
||||||
|
t.done = true
|
||||||
|
return
|
||||||
|
t.data["started"] = true
|
||||||
|
Audit.log(
|
||||||
|
"job_runner",
|
||||||
|
"%s reached downed %s — walking to bed for treatment" % [pawn.pawn_name, patient.pawn_name]
|
||||||
|
)
|
||||||
|
t.done = true
|
||||||
|
|
||||||
|
|
||||||
|
## Execute one tick of a TREAT toil.
|
||||||
|
##
|
||||||
|
## First tick (started=false):
|
||||||
|
## - Resolve the patient node. If gone or no longer downed, skip immediately.
|
||||||
|
## - Snap the patient to the doctor's current tile (the medical-bed tile the
|
||||||
|
## doctor just walked to). This is the Phase 9 simplification: no carry
|
||||||
|
## visual; Phase 17 may replace this with a proper carry animation.
|
||||||
|
## - Mark started=true, ticks_treating=0.
|
||||||
|
##
|
||||||
|
## Every tick (including first, after the snap):
|
||||||
|
## - Increment ticks_treating.
|
||||||
|
## - Call patient.heal(0.5).
|
||||||
|
## - Every 100 ticks: remove "bleeding" status if present (full cure, Phase 9
|
||||||
|
## simplification; Phase 17 may reduce severity incrementally).
|
||||||
|
## - Done when patient.hp >= HP_REVIVE_THRESHOLD AND no "bleeding" status.
|
||||||
|
## - Done (safety ceiling) when ticks_treating > 600.
|
||||||
|
##
|
||||||
|
## HP_REVIVE_THRESHOLD mirrors Pawn.HP_REVIVE_THRESHOLD (50.0). Compared as a
|
||||||
|
## literal so the duck-typed pawn ref doesn't need const access.
|
||||||
|
const _HP_REVIVE_THRESHOLD: float = 50.0
|
||||||
|
const _TREAT_TICKS_MAX: int = 600
|
||||||
|
|
||||||
|
func _tick_treat(t) -> void:
|
||||||
|
var patient = _resolve_patient(t)
|
||||||
|
|
||||||
|
if not t.data.get("started", false):
|
||||||
|
# ── first-tick: validate and snap patient to bed tile ─────────────────
|
||||||
|
if patient == null:
|
||||||
|
Audit.log("job_runner", "%s treat: patient gone — skipping" % pawn.pawn_name)
|
||||||
|
t.done = true
|
||||||
|
return
|
||||||
|
if not patient.has_method("is_downed") or not patient.is_downed():
|
||||||
|
Audit.log(
|
||||||
|
"job_runner",
|
||||||
|
"%s treat: patient %s already up — skipping" % [pawn.pawn_name, patient.pawn_name]
|
||||||
|
)
|
||||||
|
t.done = true
|
||||||
|
return
|
||||||
|
# Snap patient to the doctor's current tile (the medical-bed tile).
|
||||||
|
# Phase 9 simplification: instant teleport; Phase 17 may add carry visual.
|
||||||
|
patient.tile = pawn.tile
|
||||||
|
patient.position = Vector2(pawn.tile.x * 16 + 8, pawn.tile.y * 16 + 8)
|
||||||
|
t.data["started"] = true
|
||||||
|
t.data["ticks_treating"] = 0
|
||||||
|
Audit.log(
|
||||||
|
"job_runner",
|
||||||
|
"%s treating %s at %s" % [pawn.pawn_name, patient.pawn_name, pawn.tile]
|
||||||
|
)
|
||||||
|
|
||||||
|
# ── per-tick treatment ─────────────────────────────────────────────────────
|
||||||
|
if patient == null or not is_instance_valid(patient):
|
||||||
|
t.done = true
|
||||||
|
return
|
||||||
|
|
||||||
|
t.data["ticks_treating"] = int(t.data.get("ticks_treating", 0)) + 1
|
||||||
|
var ticks: int = int(t.data["ticks_treating"])
|
||||||
|
|
||||||
|
patient.heal(0.5)
|
||||||
|
|
||||||
|
# Cure bleeding in full after 100 ticks of treatment (Phase 9 simplification).
|
||||||
|
if ticks % 100 == 0 and patient.has_method("has_status") and patient.has_status(&"bleeding"):
|
||||||
|
patient.remove_status_by_id(&"bleeding")
|
||||||
|
Audit.log(
|
||||||
|
"job_runner",
|
||||||
|
"%s cleared bleeding on %s (tick %d)" % [pawn.pawn_name, patient.pawn_name, ticks]
|
||||||
|
)
|
||||||
|
|
||||||
|
# Done when HP is above revive threshold AND bleeding is cleared.
|
||||||
|
var hp_ok: bool = patient.hp >= _HP_REVIVE_THRESHOLD
|
||||||
|
var bleed_ok: bool = not (patient.has_method("has_status") and patient.has_status(&"bleeding"))
|
||||||
|
if hp_ok and bleed_ok:
|
||||||
|
Audit.log(
|
||||||
|
"job_runner",
|
||||||
|
"%s finished treating %s (hp=%.1f, ticks=%d)" % [pawn.pawn_name, patient.pawn_name, patient.hp, ticks]
|
||||||
|
)
|
||||||
|
t.done = true
|
||||||
|
return
|
||||||
|
|
||||||
|
# Safety ceiling — prevent the toil from stalling if HP/bleed can't converge.
|
||||||
|
if ticks > _TREAT_TICKS_MAX:
|
||||||
|
Audit.log(
|
||||||
|
"job_runner",
|
||||||
|
"%s treatment timeout for %s (hp=%.1f, ticks=%d)" % [pawn.pawn_name, patient.pawn_name, patient.hp, ticks]
|
||||||
|
)
|
||||||
|
t.done = true
|
||||||
|
|
||||||
|
|
||||||
|
## Resolve the patient Pawn node from the NodePath stored in `t.data["patient"]`.
|
||||||
|
## Returns null and logs if the node is absent or no longer valid.
|
||||||
|
## Shared by _tick_rescue and _tick_treat.
|
||||||
|
func _resolve_patient(t):
|
||||||
|
var path := NodePath(t.data.get("patient", ""))
|
||||||
|
if path == NodePath(""):
|
||||||
|
return null
|
||||||
|
var node = get_tree().get_root().get_node_or_null(path)
|
||||||
|
if node == null or not is_instance_valid(node):
|
||||||
|
return null
|
||||||
|
return node
|
||||||
|
|
||||||
|
|
||||||
# ── helpers ──────────────────────────────────────────────────────────────────
|
# ── helpers ──────────────────────────────────────────────────────────────────
|
||||||
|
|
||||||
## Emit job_completed, log, and clear the job reference.
|
## Emit job_completed, log, and clear the job reference.
|
||||||
|
|
|
||||||
78
scenes/ai/status.gd
Normal file
78
scenes/ai/status.gd
Normal file
|
|
@ -0,0 +1,78 @@
|
||||||
|
class_name Status extends RefCounted
|
||||||
|
## A single status effect entry on a pawn.
|
||||||
|
##
|
||||||
|
## Follows the same data-only / RefCounted pattern as Thought (thought.gd).
|
||||||
|
## StatusCatalog holds the factory functions; Pawn owns the runtime array.
|
||||||
|
##
|
||||||
|
## Phase 9 ships with Bleeding and Downed.
|
||||||
|
## Phase 12 adds Wet / Cold. Phase 17 adds Sick / Infected.
|
||||||
|
##
|
||||||
|
## Save / load contract:
|
||||||
|
## var s2 := Status.from_dict(s.to_dict())
|
||||||
|
## assert(s2.id == s.id and s2.severity == s.severity)
|
||||||
|
##
|
||||||
|
## docs/design.md "Health & status effects"; docs/architecture.md "Status interrupts".
|
||||||
|
|
||||||
|
## Statuses shipped in Phase 9. Extend this enum when new statuses land.
|
||||||
|
enum Kind {
|
||||||
|
BLEEDING, ## Continuous HP loss. Cleared by treatment.
|
||||||
|
DOWNED, ## Cannot act; rescue required. Cleared when HP >= revive threshold.
|
||||||
|
}
|
||||||
|
|
||||||
|
## PERSISTENT statuses remain until an external system clears them (e.g. Downed
|
||||||
|
## clears when HP rises above HP_REVIVE_THRESHOLD via doctor treatment).
|
||||||
|
## EVENT statuses tick down ticks_remaining and self-clear at zero (reserved for
|
||||||
|
## future one-shot statuses like a brief stun).
|
||||||
|
enum Lifetime {
|
||||||
|
PERSISTENT,
|
||||||
|
EVENT,
|
||||||
|
}
|
||||||
|
|
||||||
|
## Unique identifier — merge key in Pawn.add_status(). e.g. &"bleeding", &"downed".
|
||||||
|
var id: StringName = &""
|
||||||
|
|
||||||
|
## Which logical status this is. Drives gameplay effects in Pawn._process_statuses().
|
||||||
|
var kind: Kind = Kind.BLEEDING
|
||||||
|
|
||||||
|
## Human-readable label for Audit logs and future pawn-detail UI.
|
||||||
|
## Not i18n'd here; call Strings.t("status." + id) for player-visible text.
|
||||||
|
var label: String = ""
|
||||||
|
|
||||||
|
## Severity scales the effect. Bleeding: 1 = light, 2 = moderate, 3 = severe.
|
||||||
|
## add_status() increments severity on stack-merge instead of duplicating.
|
||||||
|
var severity: int = 1
|
||||||
|
|
||||||
|
## Ceiling for severity stacking. Bleeding caps at 3.
|
||||||
|
var max_severity: int = 3
|
||||||
|
|
||||||
|
## Whether this status self-clears after ticks_remaining ticks.
|
||||||
|
var lifetime: Lifetime = Lifetime.PERSISTENT
|
||||||
|
|
||||||
|
## Remaining sim ticks before an EVENT status self-clears. PERSISTENT ignores this.
|
||||||
|
var ticks_remaining: int = 0
|
||||||
|
|
||||||
|
|
||||||
|
# ── save / load ───────────────────────────────────────────────────────────────
|
||||||
|
|
||||||
|
func to_dict() -> Dictionary:
|
||||||
|
return {
|
||||||
|
"id": String(id),
|
||||||
|
"kind": kind,
|
||||||
|
"label": label,
|
||||||
|
"severity": severity,
|
||||||
|
"max_severity": max_severity,
|
||||||
|
"lifetime": lifetime,
|
||||||
|
"ticks_remaining": ticks_remaining,
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
static func from_dict(d: Dictionary) -> Status:
|
||||||
|
var s := Status.new()
|
||||||
|
s.id = StringName(d.get("id", ""))
|
||||||
|
s.kind = int(d.get("kind", Kind.BLEEDING)) as Kind
|
||||||
|
s.label = str(d.get("label", ""))
|
||||||
|
s.severity = int(d.get("severity", 1))
|
||||||
|
s.max_severity = int(d.get("max_severity", 3))
|
||||||
|
s.lifetime = int(d.get("lifetime", Lifetime.PERSISTENT)) as Lifetime
|
||||||
|
s.ticks_remaining = int(d.get("ticks_remaining", 0))
|
||||||
|
return s
|
||||||
1
scenes/ai/status.gd.uid
Normal file
1
scenes/ai/status.gd.uid
Normal file
|
|
@ -0,0 +1 @@
|
||||||
|
uid://l4kigu3knft5
|
||||||
59
scenes/ai/status_catalog.gd
Normal file
59
scenes/ai/status_catalog.gd
Normal file
|
|
@ -0,0 +1,59 @@
|
||||||
|
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 (1–3).
|
||||||
|
## 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
|
||||||
1
scenes/ai/status_catalog.gd.uid
Normal file
1
scenes/ai/status_catalog.gd.uid
Normal file
|
|
@ -0,0 +1 @@
|
||||||
|
uid://brxx7qkvew0a5
|
||||||
|
|
@ -20,6 +20,8 @@ const KIND_BUILD: StringName = &"build" # Timed construction on a Wall /
|
||||||
const KIND_CRAFT: StringName = &"craft" # Timed crafting at a Workbench driven by a Bill
|
const KIND_CRAFT: StringName = &"craft" # Timed crafting at a Workbench driven by a Bill
|
||||||
const KIND_EAT: StringName = &"eat" # Consume pawn.carried_item and restore hunger
|
const KIND_EAT: StringName = &"eat" # Consume pawn.carried_item and restore hunger
|
||||||
const KIND_SLEEP: StringName = &"sleep" # Sleep in a Bed (or on the floor) until pawn.sleep is full
|
const KIND_SLEEP: StringName = &"sleep" # Sleep in a Bed (or on the floor) until pawn.sleep is full
|
||||||
|
const KIND_RESCUE: StringName = &"rescue" # Marker: doctor has visited the downed pawn; single-tick no-op
|
||||||
|
const KIND_TREAT: StringName = &"treat" # Multi-tick: apply medicine until patient HP ≥ revive threshold + no bleeding
|
||||||
|
|
||||||
var kind: StringName = KIND_IDLE
|
var kind: StringName = KIND_IDLE
|
||||||
## Toil-specific params — all values must be int, float, bool, String, Dict, or Array.
|
## Toil-specific params — all values must be int, float, bool, String, Dict, or Array.
|
||||||
|
|
@ -135,6 +137,52 @@ static func sleep_in_bed(bed_path: NodePath) -> Toil:
|
||||||
return t
|
return t
|
||||||
|
|
||||||
|
|
||||||
|
## Single-tick marker: the doctor has physically reached the downed patient.
|
||||||
|
## On execution the doctor visits the patient tile; the actual transport happens
|
||||||
|
## in the subsequent walk_to(bed) and treat toils.
|
||||||
|
##
|
||||||
|
## `patient_path` is the NodePath of the downed Pawn; stored as String for JSON safety.
|
||||||
|
##
|
||||||
|
## data keys:
|
||||||
|
## "patient" — String(patient_path)
|
||||||
|
## "started" — bool; set true on first tick so the match arm knows it fired.
|
||||||
|
static func rescue(patient_path: NodePath) -> Toil:
|
||||||
|
var t := Toil.new()
|
||||||
|
t.kind = KIND_RESCUE
|
||||||
|
t.data = {
|
||||||
|
"patient": String(patient_path),
|
||||||
|
"started": false,
|
||||||
|
}
|
||||||
|
return t
|
||||||
|
|
||||||
|
|
||||||
|
## Multi-tick treatment of a downed pawn.
|
||||||
|
##
|
||||||
|
## First tick: snap the patient to the doctor's current tile (the medical-bed
|
||||||
|
## tile the doctor just walked to), mark started.
|
||||||
|
## Every tick: apply 0.5 HP of healing. Clear the "bleeding" status every
|
||||||
|
## 100 ticks (Phase 9 simplification — full bleed cure in one pass; Phase 17
|
||||||
|
## may model severity reduction per tick).
|
||||||
|
## Done when patient.hp >= HP_REVIVE_THRESHOLD AND patient has no bleeding,
|
||||||
|
## or after 600 ticks (safety ceiling).
|
||||||
|
##
|
||||||
|
## `patient_path` is the NodePath of the patient Pawn; stored as String for JSON safety.
|
||||||
|
##
|
||||||
|
## data keys:
|
||||||
|
## "patient" — String(patient_path)
|
||||||
|
## "started" — bool; false until first tick
|
||||||
|
## "ticks_treating" — int; incremented each tick; safety ceiling at 600
|
||||||
|
static func treat(patient_path: NodePath) -> Toil:
|
||||||
|
var t := Toil.new()
|
||||||
|
t.kind = KIND_TREAT
|
||||||
|
t.data = {
|
||||||
|
"patient": String(patient_path),
|
||||||
|
"started": false,
|
||||||
|
"ticks_treating": 0,
|
||||||
|
}
|
||||||
|
return t
|
||||||
|
|
||||||
|
|
||||||
## Timed crafting action at a Workbench.
|
## Timed crafting action at a Workbench.
|
||||||
## `workbench_path` is the NodePath of the Workbench entity (stored as String for JSON safety).
|
## `workbench_path` is the NodePath of the Workbench entity (stored as String for JSON safety).
|
||||||
## `bill_index` is the index into workbench.bills that this toil should run.
|
## `bill_index` is the index into workbench.bills that this toil should run.
|
||||||
|
|
|
||||||
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
|
||||||
1
scenes/ai/wolf_spawner.gd.uid
Normal file
1
scenes/ai/wolf_spawner.gd.uid
Normal file
|
|
@ -0,0 +1 @@
|
||||||
|
uid://61se8jnhy1v3
|
||||||
|
|
@ -53,6 +53,12 @@ const SLEEP_MOOD_BY_QUALITY: Array[int] = [-8, -2, 0, 5, 8]
|
||||||
## can override via label_text without needing a subclass.
|
## can override via label_text without needing a subclass.
|
||||||
@export var label_text: String = "Bed"
|
@export var label_text: String = "Bed"
|
||||||
|
|
||||||
|
## When true, this bed is designated as a medical treatment site.
|
||||||
|
## DoctorProvider (Phase 9) prefers medical beds over regular beds when
|
||||||
|
## choosing a destination for downed pawns. A small red cross is drawn over
|
||||||
|
## the pillow in _draw() so the player can tell medical beds apart at a glance.
|
||||||
|
@export var is_medical: bool = false
|
||||||
|
|
||||||
# ── state ─────────────────────────────────────────────────────────────────────
|
# ── state ─────────────────────────────────────────────────────────────────────
|
||||||
|
|
||||||
## Ticks of construction work applied so far. 0..BUILD_TICKS.
|
## Ticks of construction work applied so far. 0..BUILD_TICKS.
|
||||||
|
|
@ -169,6 +175,7 @@ func to_dict() -> Dictionary:
|
||||||
"tile_y": tile.y,
|
"tile_y": tile.y,
|
||||||
"quality": quality,
|
"quality": quality,
|
||||||
"label_text": label_text,
|
"label_text": label_text,
|
||||||
|
"is_medical": is_medical,
|
||||||
"build_progress": build_progress,
|
"build_progress": build_progress,
|
||||||
"completed": _completed,
|
"completed": _completed,
|
||||||
"owner_pawn_name": owner_name,
|
"owner_pawn_name": owner_name,
|
||||||
|
|
@ -183,6 +190,7 @@ func from_dict(d: Dictionary) -> void:
|
||||||
tile = Vector2i(int(d.get("tile_x", 0)), int(d.get("tile_y", 0)))
|
tile = Vector2i(int(d.get("tile_x", 0)), int(d.get("tile_y", 0)))
|
||||||
quality = int(d.get("quality", 1))
|
quality = int(d.get("quality", 1))
|
||||||
label_text = str(d.get("label_text", "Bed"))
|
label_text = str(d.get("label_text", "Bed"))
|
||||||
|
is_medical = bool(d.get("is_medical", false))
|
||||||
build_progress = int(d.get("build_progress", 0))
|
build_progress = int(d.get("build_progress", 0))
|
||||||
_completed = bool(d.get("completed", false))
|
_completed = bool(d.get("completed", false))
|
||||||
# owner_pawn: Phase 16 will walk World.pawns and match by pawn_name.
|
# owner_pawn: Phase 16 will walk World.pawns and match by pawn_name.
|
||||||
|
|
@ -231,6 +239,13 @@ func _draw_bed(alpha: float) -> void:
|
||||||
# Pillow: 6×3, horizontally centred, flush with the top of the body band.
|
# Pillow: 6×3, horizontally centred, flush with the top of the body band.
|
||||||
draw_rect(Rect2(Vector2(-3.0, -11.0), Vector2(6.0, 3.0)), pillow)
|
draw_rect(Rect2(Vector2(-3.0, -11.0), Vector2(6.0, 3.0)), pillow)
|
||||||
|
|
||||||
|
# Medical cross: small red + over the pillow area.
|
||||||
|
# Two overlapping rects form a classic cross — universal medical symbol.
|
||||||
|
if is_medical:
|
||||||
|
var cross := Color(0.85, 0.10, 0.10, alpha)
|
||||||
|
draw_rect(Rect2(Vector2(-3.0, -8.0), Vector2(6.0, 2.0)), cross) # horizontal bar
|
||||||
|
draw_rect(Rect2(Vector2(-1.0, -10.0), Vector2(2.0, 6.0)), cross) # vertical bar
|
||||||
|
|
||||||
# ── base / legs band ──────────────────────────────────────────────────────
|
# ── base / legs band ──────────────────────────────────────────────────────
|
||||||
draw_rect(Rect2(Vector2(-8.0, -3.0), Vector2(16.0, 3.0)), frame_dark)
|
draw_rect(Rect2(Vector2(-8.0, -3.0), Vector2(16.0, 3.0)), frame_dark)
|
||||||
|
|
||||||
|
|
|
||||||
224
scenes/entities/wolf.gd
Normal file
224
scenes/entities/wolf.gd
Normal file
|
|
@ -0,0 +1,224 @@
|
||||||
|
class_name Wolf extends Node2D
|
||||||
|
## Wolf entity — hostile animal with a 4-state AI state machine.
|
||||||
|
##
|
||||||
|
## State machine (docs/architecture.md "Wolf AI"):
|
||||||
|
## APPROACH → walk toward nearest non-downed pawn within sight radius.
|
||||||
|
## ENGAGE → attack adjacent pawn; 70% hit chance; 50% chance to apply Bleeding.
|
||||||
|
## FLEE → Phase 10 simplification: wolves never flee (fight to the death).
|
||||||
|
## Phase 17 may add flee-when-low-hp behaviour.
|
||||||
|
## DEAD → HP reached 0; renders an X marker.
|
||||||
|
##
|
||||||
|
## Combat tunables are Phase 10 placeholders; Phase 20 will tune them against
|
||||||
|
## real pawn stats. Hit math matches docs/architecture.md "Hit / damage resolution"
|
||||||
|
## (simplified — no weapon/armor/cover modifiers until Phase 17).
|
||||||
|
##
|
||||||
|
## Registration follows the same pattern as Tree and Rock: _ready() calls
|
||||||
|
## World.register_wolf(), _exit_tree() calls World.unregister_wolf().
|
||||||
|
## Pawns are referenced by duck typing only (no `Pawn` class_name) so the
|
||||||
|
## autoload-ordering window from Phase 2/3 cannot bite here.
|
||||||
|
|
||||||
|
const TILE_SIZE_PX: int = 16
|
||||||
|
## Wolves move slightly faster than pawns (pawn STEP_TICKS = 10).
|
||||||
|
const STEP_TICKS: int = 8
|
||||||
|
|
||||||
|
# ── combat tunables (Phase 10 placeholders; tune Phase 20) ──────────────────
|
||||||
|
const ATTACK_DAMAGE: float = 12.0
|
||||||
|
## 1.5 in-game seconds between attacks at 1× (30 ticks × 50 ms).
|
||||||
|
const ATTACK_COOLDOWN_TICKS: int = 30
|
||||||
|
## How many tiles away a wolf can "see" a pawn.
|
||||||
|
const SIGHT_RADIUS: int = 12
|
||||||
|
const HP_MAX: float = 40.0
|
||||||
|
## Probability (0–1) that a successful hit also inflicts Bleeding status.
|
||||||
|
const BLEEDING_CHANCE: float = 0.5
|
||||||
|
|
||||||
|
# ── state machine ────────────────────────────────────────────────────────────
|
||||||
|
enum State { APPROACH, ENGAGE, FLEE, DEAD }
|
||||||
|
|
||||||
|
@export var tile: Vector2i = Vector2i.ZERO
|
||||||
|
|
||||||
|
var state: State = State.APPROACH
|
||||||
|
var hp: float = HP_MAX
|
||||||
|
## Current pawn target; duck-typed (exposes .tile, .pawn_name, .is_downed(), .take_damage(), .add_status()).
|
||||||
|
var target_pawn = null
|
||||||
|
var _path: Array[Vector2i] = []
|
||||||
|
var _step_progress: float = 0.0
|
||||||
|
var _attack_cooldown: int = 0
|
||||||
|
|
||||||
|
|
||||||
|
# ── lifecycle ────────────────────────────────────────────────────────────────
|
||||||
|
|
||||||
|
func _ready() -> void:
|
||||||
|
position = _tile_to_world(tile)
|
||||||
|
World.register_wolf(self)
|
||||||
|
EventBus.sim_tick.connect(_on_sim_tick)
|
||||||
|
queue_redraw()
|
||||||
|
|
||||||
|
|
||||||
|
func _exit_tree() -> void:
|
||||||
|
World.unregister_wolf(self)
|
||||||
|
|
||||||
|
|
||||||
|
## One-shot initialiser. Call after add_child() so _ready() has already fired.
|
||||||
|
func setup(p_tile: Vector2i) -> void:
|
||||||
|
tile = p_tile
|
||||||
|
position = _tile_to_world(tile)
|
||||||
|
queue_redraw()
|
||||||
|
Audit.log("wolf", "spawned at %s" % tile)
|
||||||
|
|
||||||
|
|
||||||
|
func take_damage(amount: float) -> void:
|
||||||
|
hp = maxf(0.0, hp - amount)
|
||||||
|
if hp <= 0.0 and state != State.DEAD:
|
||||||
|
state = State.DEAD
|
||||||
|
Audit.log("wolf", "wolf at %s killed" % tile)
|
||||||
|
queue_redraw()
|
||||||
|
|
||||||
|
|
||||||
|
func is_dead() -> bool:
|
||||||
|
return state == State.DEAD
|
||||||
|
|
||||||
|
|
||||||
|
# ── state machine tick ──────────────────────────────────────────────────────
|
||||||
|
|
||||||
|
func _on_sim_tick(_n: int) -> void:
|
||||||
|
if state == State.DEAD:
|
||||||
|
return
|
||||||
|
if _attack_cooldown > 0:
|
||||||
|
_attack_cooldown -= 1
|
||||||
|
|
||||||
|
match state:
|
||||||
|
State.APPROACH: _tick_approach()
|
||||||
|
State.ENGAGE: _tick_engage()
|
||||||
|
State.FLEE: _tick_flee()
|
||||||
|
|
||||||
|
|
||||||
|
func _tick_approach() -> void:
|
||||||
|
# Find nearest non-downed pawn within sight radius.
|
||||||
|
if target_pawn == null or target_pawn.is_downed():
|
||||||
|
target_pawn = _find_target()
|
||||||
|
if target_pawn == null:
|
||||||
|
return # No eligible target; wolf stands still.
|
||||||
|
# (Re-)plan path whenever we acquire a new target.
|
||||||
|
if World.pathfinder != null:
|
||||||
|
_path = World.pathfinder.find_path(tile, target_pawn.tile)
|
||||||
|
|
||||||
|
_advance_walk()
|
||||||
|
|
||||||
|
# Switch to ENGAGE when adjacent to the target.
|
||||||
|
if target_pawn != null and _manhattan(tile, target_pawn.tile) <= 1:
|
||||||
|
state = State.ENGAGE
|
||||||
|
|
||||||
|
|
||||||
|
func _tick_engage() -> void:
|
||||||
|
# Re-acquire if current target was downed or lost.
|
||||||
|
if target_pawn == null or target_pawn.is_downed():
|
||||||
|
target_pawn = _find_target()
|
||||||
|
if target_pawn == null:
|
||||||
|
return
|
||||||
|
state = State.APPROACH
|
||||||
|
return
|
||||||
|
|
||||||
|
# Move toward target if it has drifted more than 1 tile away.
|
||||||
|
if _manhattan(tile, target_pawn.tile) > 1:
|
||||||
|
state = State.APPROACH
|
||||||
|
return
|
||||||
|
|
||||||
|
# Attack if off cooldown.
|
||||||
|
if _attack_cooldown == 0:
|
||||||
|
_attack(target_pawn)
|
||||||
|
_attack_cooldown = ATTACK_COOLDOWN_TICKS
|
||||||
|
|
||||||
|
|
||||||
|
func _tick_flee() -> void:
|
||||||
|
# Phase 10 simplification: wolves fight to the death — FLEE is a no-op.
|
||||||
|
# Phase 17 may add flee-when-low-hp via: if hp < HP_MAX * 0.30 → flee logic.
|
||||||
|
pass
|
||||||
|
|
||||||
|
|
||||||
|
func _attack(target) -> void:
|
||||||
|
# Simple two-outcome hit roll (70% base hit chance per docs/architecture.md
|
||||||
|
# "Hit / damage resolution"). Phase 17 will add weapon/armor/cover modifiers.
|
||||||
|
var hit_roll := randf()
|
||||||
|
if hit_roll < 0.7:
|
||||||
|
target.take_damage(ATTACK_DAMAGE, "wolf")
|
||||||
|
Audit.log("wolf", "wolf hit %s for %.1f" % [target.pawn_name, ATTACK_DAMAGE])
|
||||||
|
# 50% chance to inflict Bleeding status (design.md "Combat" + Phase 9 StatusCatalog).
|
||||||
|
if randf() < BLEEDING_CHANCE:
|
||||||
|
target.add_status(StatusCatalog.bleeding(1))
|
||||||
|
Audit.log("wolf", "wolf applied Bleeding to %s" % target.pawn_name)
|
||||||
|
else:
|
||||||
|
Audit.log("wolf", "wolf missed %s" % target.pawn_name)
|
||||||
|
|
||||||
|
|
||||||
|
func _find_target():
|
||||||
|
## Returns the nearest non-downed pawn within SIGHT_RADIUS tiles (Manhattan),
|
||||||
|
## or null if none exists. Duck-typed — no Pawn class_name dependency.
|
||||||
|
var best = null
|
||||||
|
var best_dist: int = SIGHT_RADIUS + 1 # exclusive upper bound
|
||||||
|
for p in World.pawns:
|
||||||
|
if p.is_downed():
|
||||||
|
continue
|
||||||
|
var d := _manhattan(tile, p.tile)
|
||||||
|
if d > SIGHT_RADIUS:
|
||||||
|
continue
|
||||||
|
if d < best_dist:
|
||||||
|
best_dist = d
|
||||||
|
best = p
|
||||||
|
return best
|
||||||
|
|
||||||
|
|
||||||
|
func _advance_walk() -> void:
|
||||||
|
if _path.is_empty():
|
||||||
|
return
|
||||||
|
_step_progress += 1.0 / float(STEP_TICKS)
|
||||||
|
if _step_progress >= 1.0:
|
||||||
|
tile = _path[0]
|
||||||
|
_path.remove_at(0)
|
||||||
|
_step_progress = 0.0
|
||||||
|
|
||||||
|
|
||||||
|
# ── render ──────────────────────────────────────────────────────────────────
|
||||||
|
|
||||||
|
func _process(_delta: float) -> void:
|
||||||
|
if state == State.DEAD:
|
||||||
|
return
|
||||||
|
# Lerp render position between current tile and next tile in the path.
|
||||||
|
var from_w := _tile_to_world(tile)
|
||||||
|
var to_t := _path[0] if not _path.is_empty() else tile
|
||||||
|
var to_w := _tile_to_world(to_t)
|
||||||
|
position = from_w.lerp(to_w, _step_progress)
|
||||||
|
|
||||||
|
|
||||||
|
func _draw() -> void:
|
||||||
|
if state == State.DEAD:
|
||||||
|
# X marker — dark red crosshatch so the corpse is visible but subdued.
|
||||||
|
var x_color := Color(0.30, 0.10, 0.10, 0.8)
|
||||||
|
draw_line(Vector2(-6, -6), Vector2(6, 6), x_color, 2.0)
|
||||||
|
draw_line(Vector2(6, -6), Vector2(-6, 6), x_color, 2.0)
|
||||||
|
return
|
||||||
|
|
||||||
|
# Dark-brown canine body (12×6 rect) plus a slightly lighter snout pellet.
|
||||||
|
var body_col := Color(0.25, 0.22, 0.20, 1.0)
|
||||||
|
var snout_col := Color(0.18, 0.15, 0.13, 1.0)
|
||||||
|
# Body — horizontally elongated, centered slightly left of tile center.
|
||||||
|
draw_rect(Rect2(Vector2(-7.0, -2.0), Vector2(12.0, 6.0)), body_col)
|
||||||
|
# Snout — small block protruding to the right.
|
||||||
|
draw_rect(Rect2(Vector2(4.0, -3.0), Vector2(5.0, 4.0)), snout_col)
|
||||||
|
# Eye glow — single red dot; signals hostility at a glance.
|
||||||
|
draw_circle(Vector2(6.0, -1.5), 0.7, Color(0.95, 0.30, 0.20, 0.95))
|
||||||
|
# Legs — 4 short downward marks below the body.
|
||||||
|
for x_off in [-5.0, -1.0, 2.0, 5.0]:
|
||||||
|
draw_rect(Rect2(Vector2(x_off, 4.0), Vector2(1.5, 3.0)), body_col)
|
||||||
|
|
||||||
|
|
||||||
|
# ── helpers ─────────────────────────────────────────────────────────────────
|
||||||
|
|
||||||
|
func _tile_to_world(t: Vector2i) -> Vector2:
|
||||||
|
return Vector2(
|
||||||
|
t.x * TILE_SIZE_PX + TILE_SIZE_PX / 2.0,
|
||||||
|
t.y * TILE_SIZE_PX + TILE_SIZE_PX / 2.0
|
||||||
|
)
|
||||||
|
|
||||||
|
|
||||||
|
func _manhattan(a: Vector2i, b: Vector2i) -> int:
|
||||||
|
return abs(a.x - b.x) + abs(a.y - b.y)
|
||||||
1
scenes/entities/wolf.gd.uid
Normal file
1
scenes/entities/wolf.gd.uid
Normal file
|
|
@ -0,0 +1 @@
|
||||||
|
uid://cmasq3in2jfeo
|
||||||
8
scenes/entities/wolf.tscn
Normal file
8
scenes/entities/wolf.tscn
Normal file
|
|
@ -0,0 +1,8 @@
|
||||||
|
[gd_scene load_steps=2 format=3 uid="uid://wolf_entity"]
|
||||||
|
|
||||||
|
[ext_resource type="Script" path="res://scenes/entities/wolf.gd" id="1_wolf"]
|
||||||
|
|
||||||
|
[node name="Wolf" type="Node2D"]
|
||||||
|
y_sort_enabled = true
|
||||||
|
z_index = 0
|
||||||
|
script = ExtResource("1_wolf")
|
||||||
|
|
@ -48,6 +48,15 @@ const HUNGER_DECAY_PER_TICK: float = 0.02 # ~100→0 over 5000 ticks; ~4 min a
|
||||||
const SLEEP_MAX: float = 100.0
|
const SLEEP_MAX: float = 100.0
|
||||||
const SLEEP_DECAY_PER_TICK: float = 0.015 # Tune Phase 20.
|
const SLEEP_DECAY_PER_TICK: float = 0.015 # Tune Phase 20.
|
||||||
|
|
||||||
|
# ── HP + status constants (docs/design.md "Health & status effects"; Phase 9) ──
|
||||||
|
# Single HP pool per pawn. No body-part injury (design.md "Simplifications").
|
||||||
|
const HP_MAX: float = 100.0
|
||||||
|
# HP at or below this threshold triggers the Downed status (design.md "Downed & death").
|
||||||
|
const HP_DOWNED_THRESHOLD: float = 30.0
|
||||||
|
# HP at or above this threshold clears the Downed status after treatment.
|
||||||
|
# Gap between thresholds prevents rapid down/revive oscillation.
|
||||||
|
const HP_REVIVE_THRESHOLD: float = 50.0
|
||||||
|
|
||||||
# ── skill definitions (docs/design.md "Skills") ──────────────────────────────
|
# ── skill definitions (docs/design.md "Skills") ──────────────────────────────
|
||||||
# Five skills, levels 0–10. Level by use; multiplicative speed/quality bonus.
|
# Five skills, levels 0–10. Level by use; multiplicative speed/quality bonus.
|
||||||
# Skills modify duration and quality, never permission (design.md:35).
|
# Skills modify duration and quality, never permission (design.md:35).
|
||||||
|
|
@ -111,6 +120,13 @@ var _sulk_low_ticks: int = 0
|
||||||
## Decision Layer 1 short-circuits for sulking pawns.
|
## Decision Layer 1 short-circuits for sulking pawns.
|
||||||
var sulking: bool = false
|
var sulking: bool = false
|
||||||
|
|
||||||
|
# Phase 9 — HP (design.md "Single HP per pawn", default 100).
|
||||||
|
var hp: float = HP_MAX
|
||||||
|
|
||||||
|
# Phase 9 — active status effects. Do not mutate directly — use add_status() /
|
||||||
|
# remove_status_by_id() which emit EventBus signals and enforce stack-merge logic.
|
||||||
|
var statuses: Array = [] # Array[Status]
|
||||||
|
|
||||||
var _path: Array[Vector2i] = []
|
var _path: Array[Vector2i] = []
|
||||||
var _step_progress: float = 0.0
|
var _step_progress: float = 0.0
|
||||||
var _selected: bool = false
|
var _selected: bool = false
|
||||||
|
|
@ -177,8 +193,8 @@ func is_hungry() -> bool:
|
||||||
|
|
||||||
|
|
||||||
## True when the pawn is critically hungry and health damage is imminent.
|
## True when the pawn is critically hungry and health damage is imminent.
|
||||||
## Used by Phase 9 status interrupts — not yet wired; exposed early for the
|
## Exposed for Phase 9 Decision Layer-3 interrupt wiring (starvation HP drain).
|
||||||
## save round-trip and future interrupt hook.
|
## Not yet connected to a work interrupt — Phase 9 follow-up.
|
||||||
func is_starving() -> bool:
|
func is_starving() -> bool:
|
||||||
return hunger < 5.0
|
return hunger < 5.0
|
||||||
|
|
||||||
|
|
@ -198,7 +214,7 @@ func is_tired() -> bool:
|
||||||
|
|
||||||
|
|
||||||
## True when the pawn is critically sleep-deprived.
|
## True when the pawn is critically sleep-deprived.
|
||||||
## Phase 9 status interrupt hook — not yet wired.
|
## Phase 9 Decision Layer-3 interrupt hook — not yet wired (exhaustion collapse).
|
||||||
func is_exhausted() -> bool:
|
func is_exhausted() -> bool:
|
||||||
return sleep < 5.0
|
return sleep < 5.0
|
||||||
|
|
||||||
|
|
@ -209,6 +225,83 @@ func set_sleep(value: float) -> void:
|
||||||
sleep = clampf(value, 0.0, SLEEP_MAX)
|
sleep = clampf(value, 0.0, SLEEP_MAX)
|
||||||
|
|
||||||
|
|
||||||
|
# ── HP + status API (Phase 9) ─────────────────────────────────────────────────
|
||||||
|
|
||||||
|
## Reduce HP by amount, clamped to [0, HP_MAX]. Emits pawn_took_damage.
|
||||||
|
## Pass a non-empty source string for Audit context (e.g. "bleeding", "wolf bite").
|
||||||
|
## Does NOT log per-tick bleed ticks — only logs on direct named calls.
|
||||||
|
func take_damage(amount: float, source: String = "") -> void:
|
||||||
|
hp = maxf(0.0, hp - amount)
|
||||||
|
EventBus.pawn_took_damage.emit(self, amount)
|
||||||
|
if source != "":
|
||||||
|
Audit.log("pawn", "%s took %.1f damage from '%s' (hp=%.1f)" % [pawn_name, amount, source, hp])
|
||||||
|
_check_downed()
|
||||||
|
|
||||||
|
|
||||||
|
## Restore HP by amount, clamped to [0, HP_MAX]. Checks revive condition.
|
||||||
|
func heal(amount: float) -> void:
|
||||||
|
hp = minf(HP_MAX, hp + amount)
|
||||||
|
_check_revive()
|
||||||
|
|
||||||
|
|
||||||
|
## Add a status to this pawn, merging severity if one with the same id already exists.
|
||||||
|
## Stack-merge: severity increments by 1 up to max_severity (mirrors add_thought stacking).
|
||||||
|
## Emits pawn_status_added when a genuinely new status entry is appended.
|
||||||
|
func add_status(s: Status) -> void:
|
||||||
|
for existing in statuses:
|
||||||
|
if existing.id == s.id:
|
||||||
|
existing.severity = mini(existing.severity + 1, existing.max_severity)
|
||||||
|
return
|
||||||
|
statuses.append(s)
|
||||||
|
Audit.log("pawn", "%s gained status: %s (severity=%d)" % [pawn_name, s.label, s.severity])
|
||||||
|
EventBus.pawn_status_added.emit(self, s)
|
||||||
|
|
||||||
|
|
||||||
|
## Remove all statuses with the given id. Emits pawn_status_removed for each removed entry.
|
||||||
|
func remove_status_by_id(id: StringName) -> void:
|
||||||
|
for i in range(statuses.size() - 1, -1, -1):
|
||||||
|
if statuses[i].id == id:
|
||||||
|
var s: Status = statuses[i]
|
||||||
|
statuses.remove_at(i)
|
||||||
|
Audit.log("pawn", "%s lost status: %s" % [pawn_name, s.label])
|
||||||
|
EventBus.pawn_status_removed.emit(self, s)
|
||||||
|
|
||||||
|
|
||||||
|
## Returns true if the pawn has any active status with the given id.
|
||||||
|
func has_status(id: StringName) -> bool:
|
||||||
|
for s in statuses:
|
||||||
|
if s.id == id:
|
||||||
|
return true
|
||||||
|
return false
|
||||||
|
|
||||||
|
|
||||||
|
## True when the pawn is Downed (HP near zero, cannot act, awaiting rescue).
|
||||||
|
func is_downed() -> bool:
|
||||||
|
return has_status(&"downed")
|
||||||
|
|
||||||
|
|
||||||
|
## True when the pawn cannot accept any job. Decision Layer 1 probes this.
|
||||||
|
## Phase 9: only Downed blocks the pawn entirely. Future phases may add Unconscious.
|
||||||
|
func is_incapacitated() -> bool:
|
||||||
|
return is_downed()
|
||||||
|
|
||||||
|
|
||||||
|
## Internal: enter Downed state when HP drops to or below the threshold.
|
||||||
|
## add_status() emits pawn_status_added — listeners watch that to learn of Downed.
|
||||||
|
func _check_downed() -> void:
|
||||||
|
if hp <= HP_DOWNED_THRESHOLD and not is_downed():
|
||||||
|
add_status(StatusCatalog.downed())
|
||||||
|
Audit.log("pawn", "%s DOWNED (hp=%.1f)" % [pawn_name, hp])
|
||||||
|
|
||||||
|
|
||||||
|
## Internal: clear Downed when HP recovers to or above the revive threshold.
|
||||||
|
## Called by heal() — the doctor's treatment flow goes through heal().
|
||||||
|
func _check_revive() -> void:
|
||||||
|
if hp >= HP_REVIVE_THRESHOLD and is_downed():
|
||||||
|
remove_status_by_id(&"downed")
|
||||||
|
Audit.log("pawn", "%s revived from Downed (hp=%.1f)" % [pawn_name, hp])
|
||||||
|
|
||||||
|
|
||||||
## Returns the pawn's current level (0–10) for the given skill.
|
## Returns the pawn's current level (0–10) for the given skill.
|
||||||
## Returns 0 for unknown skills so callers need no nil-guard.
|
## Returns 0 for unknown skills so callers need no nil-guard.
|
||||||
func get_skill(skill: StringName) -> int:
|
func get_skill(skill: StringName) -> int:
|
||||||
|
|
@ -343,6 +436,33 @@ func _process_sulking() -> void:
|
||||||
Audit.log("pawn", "%s recovered from sulking (mood=%.1f)" % [pawn_name, mood])
|
Audit.log("pawn", "%s recovered from sulking (mood=%.1f)" % [pawn_name, mood])
|
||||||
|
|
||||||
|
|
||||||
|
# ── status tick (Phase 9) ─────────────────────────────────────────────────────
|
||||||
|
|
||||||
|
## Per-tick status update. Call AFTER _process_thoughts, BEFORE _orchestrate_ai.
|
||||||
|
##
|
||||||
|
## Sequence:
|
||||||
|
## 1. Decay EVENT statuses — remove expired ones.
|
||||||
|
## 2. Apply per-tick effects (Bleeding drains HP).
|
||||||
|
##
|
||||||
|
## Bleeding does NOT log per-tick — would flood Audit. Named-source logging
|
||||||
|
## happens in take_damage() only when source is non-empty.
|
||||||
|
func _process_statuses() -> void:
|
||||||
|
for i in range(statuses.size() - 1, -1, -1):
|
||||||
|
var s: Status = statuses[i]
|
||||||
|
# 1. Decay EVENT statuses.
|
||||||
|
if s.lifetime == Status.Lifetime.EVENT:
|
||||||
|
s.ticks_remaining -= 1
|
||||||
|
if s.ticks_remaining <= 0:
|
||||||
|
statuses.remove_at(i)
|
||||||
|
continue
|
||||||
|
# 2. Apply per-tick effects.
|
||||||
|
if s.kind == Status.Kind.BLEEDING:
|
||||||
|
# No source string to suppress per-tick Audit flood.
|
||||||
|
hp = maxf(0.0, hp - StatusCatalog.BLEED_HP_PER_TICK * float(s.severity))
|
||||||
|
EventBus.pawn_took_damage.emit(self, StatusCatalog.BLEED_HP_PER_TICK * float(s.severity))
|
||||||
|
_check_downed()
|
||||||
|
|
||||||
|
|
||||||
# ── save / load ─────────────────────────────────────────────────────────────
|
# ── save / load ─────────────────────────────────────────────────────────────
|
||||||
|
|
||||||
func to_dict() -> Dictionary:
|
func to_dict() -> Dictionary:
|
||||||
|
|
@ -358,6 +478,10 @@ func to_dict() -> Dictionary:
|
||||||
var thoughts_data: Array = []
|
var thoughts_data: Array = []
|
||||||
for t in thoughts:
|
for t in thoughts:
|
||||||
thoughts_data.append(t.to_dict())
|
thoughts_data.append(t.to_dict())
|
||||||
|
# Serialise Phase 9 statuses as an array of status dicts.
|
||||||
|
var statuses_data: Array = []
|
||||||
|
for s in statuses:
|
||||||
|
statuses_data.append(s.to_dict())
|
||||||
return {
|
return {
|
||||||
"name": pawn_name,
|
"name": pawn_name,
|
||||||
"tile_x": tile.x,
|
"tile_x": tile.x,
|
||||||
|
|
@ -372,6 +496,8 @@ func to_dict() -> Dictionary:
|
||||||
"sleep": sleep,
|
"sleep": sleep,
|
||||||
"thoughts": thoughts_data,
|
"thoughts": thoughts_data,
|
||||||
"mood": mood,
|
"mood": mood,
|
||||||
|
"hp": hp,
|
||||||
|
"statuses": statuses_data,
|
||||||
"sulk_low_ticks": _sulk_low_ticks,
|
"sulk_low_ticks": _sulk_low_ticks,
|
||||||
"sulking": sulking,
|
"sulking": sulking,
|
||||||
}
|
}
|
||||||
|
|
@ -410,6 +536,16 @@ func from_dict(d: Dictionary) -> void:
|
||||||
_sulk_low_ticks = int(d.get("sulk_low_ticks", 0))
|
_sulk_low_ticks = int(d.get("sulk_low_ticks", 0))
|
||||||
sulking = bool(d.get("sulking", false))
|
sulking = bool(d.get("sulking", false))
|
||||||
|
|
||||||
|
# Phase 9 — restore HP; default to HP_MAX for backward compat with pre-Phase-9 saves.
|
||||||
|
hp = clampf(float(d.get("hp", HP_MAX)), 0.0, HP_MAX)
|
||||||
|
# Phase 9 — restore statuses.
|
||||||
|
statuses.clear()
|
||||||
|
var statuses_raw: Variant = d.get("statuses", [])
|
||||||
|
if statuses_raw is Array:
|
||||||
|
for sd in statuses_raw:
|
||||||
|
if sd is Dictionary:
|
||||||
|
statuses.append(Status.from_dict(sd))
|
||||||
|
|
||||||
# Restore skills — set directly on the dict to bypass the ALL_SKILLS assert
|
# Restore skills — set directly on the dict to bypass the ALL_SKILLS assert
|
||||||
# (from_dict must be resilient to saves that pre-date a new skill being added).
|
# (from_dict must be resilient to saves that pre-date a new skill being added).
|
||||||
var saved_skills: Variant = d.get("skills")
|
var saved_skills: Variant = d.get("skills")
|
||||||
|
|
@ -438,6 +574,9 @@ func _on_sim_tick(_tick_number: int) -> void:
|
||||||
# Phase 8 — process thoughts AFTER hunger/sleep decay so is_hungry() / is_tired()
|
# Phase 8 — process thoughts AFTER hunger/sleep decay so is_hungry() / is_tired()
|
||||||
# reflect the freshly-decayed values when _sync_persistent_thought fires.
|
# reflect the freshly-decayed values when _sync_persistent_thought fires.
|
||||||
_process_thoughts()
|
_process_thoughts()
|
||||||
|
# Phase 9 — process statuses AFTER thoughts (bleed damage may alter mood via
|
||||||
|
# future "recently injured" thought), BEFORE AI so is_incapacitated() is current.
|
||||||
|
_process_statuses()
|
||||||
_orchestrate_ai()
|
_orchestrate_ai()
|
||||||
_advance_walk()
|
_advance_walk()
|
||||||
# Phase 4 — the carry indicator changes when PICKUP/DEPOSIT toils mutate
|
# Phase 4 — the carry indicator changes when PICKUP/DEPOSIT toils mutate
|
||||||
|
|
@ -493,12 +632,20 @@ func _draw() -> void:
|
||||||
var hue := float(pawn_name.hash() % 360) / 360.0
|
var hue := float(pawn_name.hash() % 360) / 360.0
|
||||||
var body_colour := Color.from_hsv(hue, 0.7, 0.85)
|
var body_colour := Color.from_hsv(hue, 0.7, 0.85)
|
||||||
|
|
||||||
draw_circle(Vector2.ZERO, 6.0, body_colour)
|
if is_downed():
|
||||||
|
# Phase 9 — Downed pawn: rotated 90° (lying on ground) + desaturated.
|
||||||
|
# draw_set_transform applies to all subsequent draw_* calls in this _draw.
|
||||||
|
draw_set_transform(Vector2.ZERO, PI / 2.0, Vector2.ONE)
|
||||||
|
draw_circle(Vector2.ZERO, 6.0, body_colour.lerp(Color(0.5, 0.5, 0.5), 0.6))
|
||||||
|
draw_arc(Vector2.ZERO, 7.0, 0.0, TAU, 24, Color(0.0, 0.0, 0.0, 0.4), 1.0)
|
||||||
|
# Reset transform so selection ring and carry indicator render upright.
|
||||||
|
draw_set_transform(Vector2.ZERO, 0.0, Vector2.ONE)
|
||||||
|
else:
|
||||||
|
draw_circle(Vector2.ZERO, 6.0, body_colour)
|
||||||
|
# Dark outline ring.
|
||||||
|
draw_arc(Vector2.ZERO, 7.0, 0.0, TAU, 24, Color(0.0, 0.0, 0.0, 0.6), 1.0)
|
||||||
|
|
||||||
# Dark outline ring.
|
# Selection ring — drawn after body regardless of downed state.
|
||||||
draw_arc(Vector2.ZERO, 7.0, 0.0, TAU, 24, Color(0.0, 0.0, 0.0, 0.6), 1.0)
|
|
||||||
|
|
||||||
# Selection ring.
|
|
||||||
if _selected:
|
if _selected:
|
||||||
draw_arc(Vector2.ZERO, 10.0, 0.0, TAU, 32, Color(1.0, 0.9, 0.2, 0.85), 2.0)
|
draw_arc(Vector2.ZERO, 10.0, 0.0, TAU, 32, Color(1.0, 0.9, 0.2, 0.85), 2.0)
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -76,6 +76,7 @@ const DAY_TINT: Color = Color(1.0, 1.0, 1.0, 1.0)
|
||||||
@onready var plant_provider: PlantProvider = $PlantProvider
|
@onready var plant_provider: PlantProvider = $PlantProvider
|
||||||
@onready var eat_provider: EatProvider = $EatProvider
|
@onready var eat_provider: EatProvider = $EatProvider
|
||||||
@onready var sleep_provider: SleepProvider = $SleepProvider
|
@onready var sleep_provider: SleepProvider = $SleepProvider
|
||||||
|
@onready var doctor_provider: DoctorProvider = $DoctorProvider
|
||||||
|
|
||||||
|
|
||||||
func _ready() -> void:
|
func _ready() -> void:
|
||||||
|
|
@ -105,9 +106,11 @@ func _ready() -> void:
|
||||||
# Designation: bind the paint surface + the Selection guard.
|
# Designation: bind the paint surface + the Selection guard.
|
||||||
designation_ctl.bind(designation_layer, selection)
|
designation_ctl.bind(designation_layer, selection)
|
||||||
|
|
||||||
# Register all 9 providers — Decision iterates by .priority desc.
|
# Register all 10 providers — Decision iterates by .priority desc.
|
||||||
# sleep=8 > eat=7 > construction=6 > chop=5 ≈ plant=5 > mine=4 ≈ crafting=4 > haul=3 > rest=0.
|
# doctor=9 > sleep=8 > eat=7 > construction=6 > chop=5 ≈ plant=5 > mine=4
|
||||||
|
# ≈ crafting=4 > haul=3 > rest=0.
|
||||||
# Phase 17 will tune these via the work-priority matrix UI.
|
# Phase 17 will tune these via the work-priority matrix UI.
|
||||||
|
World.register_work_provider(doctor_provider)
|
||||||
World.register_work_provider(sleep_provider)
|
World.register_work_provider(sleep_provider)
|
||||||
World.register_work_provider(eat_provider)
|
World.register_work_provider(eat_provider)
|
||||||
World.register_work_provider(construction_provider)
|
World.register_work_provider(construction_provider)
|
||||||
|
|
@ -393,11 +396,16 @@ func _seed_phase5_demo_buildings() -> void:
|
||||||
# Phase 8 demo — 3 beds inside the cabin's north row. Beds are pre-built
|
# Phase 8 demo — 3 beds inside the cabin's north row. Beds are pre-built
|
||||||
# (skip construction) so pawns have somewhere to sleep on first tired tick.
|
# (skip construction) so pawns have somewhere to sleep on first tired tick.
|
||||||
# (45, 24), (47, 24), (49, 24) — leaves (50, 24) for the existing crate.
|
# (45, 24), (47, 24), (49, 24) — leaves (50, 24) for the existing crate.
|
||||||
|
# 3 beds in cabin north row. Phase 9 — middle bed is the medical bed so
|
||||||
|
# the doctor flow has a treatment target.
|
||||||
var bed_tiles: Array[Vector2i] = [Vector2i(45, 24), Vector2i(47, 24), Vector2i(49, 24)]
|
var bed_tiles: Array[Vector2i] = [Vector2i(45, 24), Vector2i(47, 24), Vector2i(49, 24)]
|
||||||
for bt in bed_tiles:
|
for i in bed_tiles.size():
|
||||||
|
var bt: Vector2i = bed_tiles[i]
|
||||||
var bed: Bed = BED_SCENE.instantiate()
|
var bed: Bed = BED_SCENE.instantiate()
|
||||||
add_child(bed)
|
add_child(bed)
|
||||||
bed.setup(bt)
|
bed.setup(bt)
|
||||||
|
if i == 1: # middle bed = medical
|
||||||
|
bed.is_medical = true
|
||||||
while bed.is_buildable():
|
while bed.is_buildable():
|
||||||
bed.on_build_tick()
|
bed.on_build_tick()
|
||||||
Audit.log("world", "phase 8 demo: %d beds pre-built inside cabin" % bed_tiles.size())
|
Audit.log("world", "phase 8 demo: %d beds pre-built inside cabin" % bed_tiles.size())
|
||||||
|
|
|
||||||
|
|
@ -1,4 +1,4 @@
|
||||||
[gd_scene load_steps=15 format=3 uid="uid://rimlike_world"]
|
[gd_scene load_steps=17 format=3 uid="uid://rimlike_world"]
|
||||||
|
|
||||||
[ext_resource type="Script" path="res://scenes/world/world.gd" id="1_world"]
|
[ext_resource type="Script" path="res://scenes/world/world.gd" id="1_world"]
|
||||||
[ext_resource type="PackedScene" uid="uid://rimlike_camera_rig" path="res://scenes/world/camera_rig.tscn" id="2_camera"]
|
[ext_resource type="PackedScene" uid="uid://rimlike_camera_rig" path="res://scenes/world/camera_rig.tscn" id="2_camera"]
|
||||||
|
|
@ -14,6 +14,8 @@
|
||||||
[ext_resource type="Script" path="res://scenes/ai/plant_provider.gd" id="12_plant_provider"]
|
[ext_resource type="Script" path="res://scenes/ai/plant_provider.gd" id="12_plant_provider"]
|
||||||
[ext_resource type="Script" path="res://scenes/ai/eat_provider.gd" id="13_eat_provider"]
|
[ext_resource type="Script" path="res://scenes/ai/eat_provider.gd" id="13_eat_provider"]
|
||||||
[ext_resource type="Script" path="res://scenes/ai/sleep_provider.gd" id="14_sleep_provider"]
|
[ext_resource type="Script" path="res://scenes/ai/sleep_provider.gd" id="14_sleep_provider"]
|
||||||
|
[ext_resource type="Script" path="res://scenes/ai/doctor_provider.gd" id="15_doctor_provider"]
|
||||||
|
[ext_resource type="Script" path="res://scenes/ai/wolf_spawner.gd" id="16_wolf_spawner"]
|
||||||
|
|
||||||
[node name="World" type="Node2D"]
|
[node name="World" type="Node2D"]
|
||||||
y_sort_enabled = true
|
y_sort_enabled = true
|
||||||
|
|
@ -81,5 +83,11 @@ script = ExtResource("13_eat_provider")
|
||||||
[node name="SleepProvider" type="Node" parent="."]
|
[node name="SleepProvider" type="Node" parent="."]
|
||||||
script = ExtResource("14_sleep_provider")
|
script = ExtResource("14_sleep_provider")
|
||||||
|
|
||||||
|
[node name="DoctorProvider" type="Node" parent="."]
|
||||||
|
script = ExtResource("15_doctor_provider")
|
||||||
|
|
||||||
|
[node name="WolfSpawner" type="Node" parent="."]
|
||||||
|
script = ExtResource("16_wolf_spawner")
|
||||||
|
|
||||||
[node name="CameraRig" parent="." instance=ExtResource("2_camera")]
|
[node name="CameraRig" parent="." instance=ExtResource("2_camera")]
|
||||||
position = Vector2(640, 640)
|
position = Vector2(640, 640)
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue