wire buff consumers, sick penalty, multi-count cremation
A: Storyteller.multiply_drops() stochastic-rounding helper drives crop_growth, harvest_yield, chop, mine consumption sites. sleep_decay multiplied in Pawn sleep tick. B: Pawn._sick_speed_penalty() (0% healthy → 75% severity 3, clamped to 25% min speed). JobRunner._work_speed_mult coin-flips per-tick progress on INTERACT/BUILD/CRAFT toils. Sleep/eat/treat unaffected. C: CraftingProvider builds N deposit trips for ingredient2_count > 1. JobRunner._tick_craft validates+consumes the full count from buffer. Cremation now actually requires and consumes 5 wood. crop._stage_accum round-trips through save/load to preserve buff- accumulated fractional growth. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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9 changed files with 156 additions and 46 deletions
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@ -241,14 +241,16 @@ func on_chop_tick() -> void:
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## Drop wood Items and free this node. Called by on_chop_tick() automatically,
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## but also accessible for scripted felling (debug, storyteller events).
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func fell() -> void:
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var drop_tiles := _pick_drop_tiles()
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# Apply chop buff (lumberjacks_luck): multiply total wood drops with stochastic rounding.
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var total_drops: int = Storyteller.multiply_drops(WOOD_DROPS_ON_FELL, Storyteller.get_buff_multiplier(&"chop"))
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var drop_tiles := _pick_drop_tiles_count(total_drops)
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var drops_count := 0
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for drop_tile in drop_tiles:
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var item: Item = ITEM_SCENE.instantiate()
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get_parent().add_child(item)
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item.setup(Item.TYPE_WOOD, STACK_SIZE_PER_DROP, drop_tile)
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drops_count += 1
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Audit.log("tree", "felled at %s; %d wood drops" % [tile, drops_count])
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Audit.log("tree", "felled at %s; %d wood drops (buff mult=%.2f)" % [tile, drops_count, Storyteller.get_buff_multiplier(&"chop")])
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if Audio != null:
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Audio.play_sfx(&"tree_fell")
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World.clear_designation_at(tile)
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@ -310,10 +312,12 @@ func _draw() -> void:
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# ── helpers ───────────────────────────────────────────────────────────────────
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## Returns up to WOOD_DROPS_ON_FELL tile positions for wood drops.
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## Prefers the tree's own tile then walkable 4-neighbours; falls back to the
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## tree tile for any remaining drops when neighbours are scarce.
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func _pick_drop_tiles() -> Array[Vector2i]:
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## Returns `count` tile positions for wood drops.
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## Prefers the tree's own tile then walkable 4-neighbours; fills any remaining
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## slots with the tree tile if neighbours are scarce.
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## Previously took an implicit count of WOOD_DROPS_ON_FELL; now accepts an
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## explicit count so the chop buff can request more drops.
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func _pick_drop_tiles_count(count: int) -> Array[Vector2i]:
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var chosen: Array[Vector2i] = []
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# First drop always goes on the tree's tile itself.
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@ -322,14 +326,14 @@ func _pick_drop_tiles() -> Array[Vector2i]:
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# Remaining drops prefer walkable neighbours.
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var offsets: Array[Vector2i] = [Vector2i(1, 0), Vector2i(-1, 0), Vector2i(0, 1), Vector2i(0, -1)]
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for offset in offsets:
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if chosen.size() >= WOOD_DROPS_ON_FELL:
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if chosen.size() >= count:
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break
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var candidate: Vector2i = tile + offset
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if World.pathfinder != null and World.pathfinder.is_walkable(candidate):
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chosen.append(candidate)
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# Fill any remaining slots with the tree tile (all 3 land there if boxed in).
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while chosen.size() < WOOD_DROPS_ON_FELL:
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# Fill any remaining slots with the tree tile (all land there if boxed in).
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while chosen.size() < count:
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chosen.append(tile)
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return chosen
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