Phase 14: Death + Corpses + Burial + Cremation

Three-agent fan-out. Opus pre-wrote Corpse class + 5 EventBus signals +
World registries (corpses, grave_markers) before dispatch so all three
slices ran fully parallel. Pattern proven across Phases 12/13/14.

Death pipeline (Agent A):
- Pawn.is_dead(), _check_death() — pawn_died signal → corpse spawn →
  corpse_spawned signal → World.unregister_pawn → queue_free
- _last_damage_source carries cause from take_damage() (now StringName)
- Bleed-out timeout: _bleed_ticks accumulates while bleeding active;
  at BLEED_OUT_TICKS=432000 (6 in-game hours) force-kills via take_damage
- Pawn.portrait_color stored field for corpse head-color hand-off
- Corpse: DECAY_PER_TICK=0.05 (~33 in-game min fresh→rotted at 1×),
  is_rotting()@50, queue_free@100 with corpse_rotted_away signal.
  Rotting bumps DirtinessSystem (Phase 13 hook) +0.04/tick (~+8/in-game-min)
- DEMO_PHASE14_AUTOKILL toggle in world.gd (default false, gates safety)

Graveyard + GraveSlot + GraveMarker + Hauling (Agent B):
- scenes/world/graveyard_zone.gd — StorageDestination subclass,
  accepted_types=[corpse], brownish overlay, finds dug GraveSlots
- scenes/entities/grave_slot.gd — buildable (ghost→dug) state machine,
  StorageDestination duck-type interface, accept_corpse() spawns
  GraveMarker + emits corpse_buried + queue_frees self
- scenes/entities/grave_marker.gd — permanent memorial, procedural
  stone-cross _draw, carries deceased identity, save round-trip
- TOOL_GRAVEYARD + TOOL_DIG_GRAVE paint modes (Designation dispatch)
- KIND_PICKUP_CORPSE + KIND_DEPOSIT_CORPSE toils + JobRunner handlers
- HaulingProvider.find_best_for iterates World.corpses in addition to
  items_needing_haul; corpse-payload stored as Node metadata on pawn
- ConstructionProvider duck-type already accepts GraveSlot (no change)

Cremation + Ash + Mood thoughts (Agent C):
- scenes/entities/cremation_pyre.gd — extends Workbench, label 'Pyre',
  auto-populates FOREVER bill for cremate_corpse, on_craft_complete
  drops 1 ash + emits corpse_cremated + queue_frees corpse
- Recipe.ingredient2_type/count added with save round-trip; recipe
  catalog entry cremate_corpse(TYPE_CORPSE primary + 5 wood secondary)
  NOTE: CraftingProvider still only enforces ingredient1 — documented
  gap, ships when crafting is generalized.
- Item.TYPE_ASH added + ALL_TYPES filter array entry
- 4 mood thoughts: saw_corpse (-3 EVENT 1200t max=3), buried_friend
  (+2 EVENT 2400t), cremated_friend (+2 EVENT 2400t),
  rotting_body_in_colony (-4 PERSISTENT stacks=count capped at 3)
- Pawn sync hooks: proximity scan (saw_corpse), signal listeners
  (buried/cremated within 8-tile radius), count helper for rotting

MCP runtime verified:
- DEMO_PHASE14_AUTOKILL toggle force-killed Bram at tick 50
- 'Bram DIED (cause=demo_kill, tile=(20, 36))' + corpse spawned
- 'Cora: saw_corpse thought added (corpse Bram at dist 5)' — mood -3
- Painted graveyard + dig_grave → grave dug to completion verified
  in build_queue (grave @(22, 39) complete=true)
- Hauler round-trip (corpse → GraveSlot → GraveMarker) WIRED correctly
  but didn't land within decay window at ULTRA speed (12×) — corpse
  rotted before priority-3 corpse-haul scheduled. Tuning for Phase 20.
- Screenshot captured: fresh corpse silhouette at cabin doorway

Delegation: 3× gdscript-refactor (Sonnet) agents in parallel;
integration + MCP runtime verify on Opus.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
megaproxy 2026-05-11 18:48:15 +01:00
parent 9cf9b7dbfd
commit 67ec2cce7f
26 changed files with 1306 additions and 33 deletions

View file

@ -27,8 +27,8 @@ func _init() -> void:
# ── WorkProvider override ─────────────────────────────────────────────────────
## Returns a haul Job for `pawn`, or null if no valid work exists.
## Picks the item closest to `pawn` (Manhattan distance) that has an open
## slot in the highest-priority destination accepting its type.
## Picks the item (or corpse) closest to `pawn` (Manhattan distance) that has
## an open slot in the highest-priority destination accepting its type.
## Phase 4 simplification: one carry at a time — skip if pawn is already holding something.
func find_best_for(pawn) -> Job:
# One carry at a time — skip if the pawn is already holding an item.
@ -39,7 +39,9 @@ func find_best_for(pawn) -> Job:
var best_dest = null
var best_drop_cell: Vector2i = Vector2i(-1, -1)
var best_dist: int = 999999
var best_is_corpse: bool = false
# ── regular items ─────────────────────────────────────────────────────────
for item in World.items_needing_haul.keys():
# Skip items another pawn is already carrying.
if item.being_carried:
@ -68,21 +70,57 @@ func find_best_for(pawn) -> Job:
best_item = item
best_dest = dest
best_drop_cell = drop
best_is_corpse = false
# ── Phase 14: corpses ─────────────────────────────────────────────────────
# Corpses route to GraveSlot StorageDestinations exactly like items, but
# use PICKUP_CORPSE / DEPOSIT_CORPSE toils (since Corpse is not an Item).
for corpse in World.corpses:
# Skip corpses another pawn is already carrying.
if corpse.get_meta("being_carried_corpse", false):
continue
var dest = _find_best_destination_for(corpse)
if dest == null:
continue
var drop: Vector2i = dest.find_drop_position(corpse)
if drop == Vector2i(-1, -1):
continue
var d: int = abs(corpse.tile.x - pawn.tile.x) + abs(corpse.tile.y - pawn.tile.y)
if d < best_dist:
best_dist = d
best_item = corpse
best_dest = dest
best_drop_cell = drop
best_is_corpse = true
if best_item == null:
return null
var j := Job.new()
j.label = "Haul %s x%d -> (%d,%d)" % [
best_item.item_type,
best_item.stack_size,
best_drop_cell.x,
best_drop_cell.y,
]
j.toils.append(Toil.walk_to(best_item.tile))
j.toils.append(Toil.pickup())
j.toils.append(Toil.walk_to(best_drop_cell))
j.toils.append(Toil.deposit())
if best_is_corpse:
j.label = "Haul corpse '%s' -> (%d,%d)" % [
best_item.deceased_name,
best_drop_cell.x,
best_drop_cell.y,
]
j.toils.append(Toil.walk_to(best_item.tile))
j.toils.append(Toil.pickup_corpse())
j.toils.append(Toil.walk_to(best_drop_cell))
j.toils.append(Toil.deposit_corpse())
else:
j.label = "Haul %s x%d -> (%d,%d)" % [
best_item.item_type,
best_item.stack_size,
best_drop_cell.x,
best_drop_cell.y,
]
j.toils.append(Toil.walk_to(best_item.tile))
j.toils.append(Toil.pickup())
j.toils.append(Toil.walk_to(best_drop_cell))
j.toils.append(Toil.deposit())
return j

View file

@ -111,6 +111,10 @@ func tick() -> void:
_tick_treat(t)
Toil.KIND_CLEAN:
_tick_clean(t)
Toil.KIND_PICKUP_CORPSE:
_tick_pickup_corpse(t)
Toil.KIND_DEPOSIT_CORPSE:
_tick_deposit_corpse(t)
if t.done:
job.advance()
@ -800,6 +804,87 @@ func _tick_clean(t) -> void:
t.done = true
## Phase 14 — Execute one tick of a PICKUP_CORPSE toil.
##
## Scans World.corpses for a Corpse at pawn.tile that is not flagged as
## being_carried_corpse. Transfers it into pawn.carried_item and marks
## the corpse's being_carried_corpse flag so the sweep skips it.
## Completes in a single tick.
func _tick_pickup_corpse(t) -> void:
var corpse = null
for c in World.corpses:
if c.tile == pawn.tile and not c.get("being_carried_corpse"):
corpse = c
break
if corpse == null:
Audit.log(
"job_runner",
"%s pickup_corpse: no corpse at %s" % [pawn.pawn_name, pawn.tile]
)
t.done = true
return
pawn.carried_item = corpse
# Use a dynamic property so Corpse script need not be modified (Agent A owns it).
corpse.set_meta("being_carried_corpse", true)
# Also hide the corpse while being carried.
corpse.visible = false
Audit.log(
"job_runner",
"%s pickup_corpse: '%s' at %s" % [pawn.pawn_name, corpse.deceased_name, pawn.tile]
)
t.done = true
## Phase 14 — Execute one tick of a DEPOSIT_CORPSE toil.
##
## Finds the GraveSlot in World.stockpiles covering pawn.tile (must be dug).
## Calls slot.accept_corpse(corpse, world_parent) which spawns the GraveMarker,
## emits EventBus.corpse_buried, and frees both the corpse and the slot.
## Clears pawn.carried_item. Completes in a single tick.
func _tick_deposit_corpse(t) -> void:
if pawn.carried_item == null:
Audit.log(
"job_runner",
"%s deposit_corpse: nothing to bury" % pawn.pawn_name
)
t.done = true
return
var corpse = pawn.carried_item
# Resolve the GraveSlot covering pawn.tile.
var slot = null
for dest in World.stockpiles:
if dest.has_method("is_grave_slot_dug") and dest.covers_tile(pawn.tile):
slot = dest
break
if slot == null or not slot.is_grave_slot_dug():
Audit.log(
"job_runner",
"%s deposit_corpse: no dug GraveSlot at %s — dropping corpse" % [pawn.pawn_name, pawn.tile]
)
# Restore corpse visibility and clear carry flag so it can be re-hauled.
if is_instance_valid(corpse):
corpse.set_meta("being_carried_corpse", false)
corpse.visible = true
pawn.carried_item = null
t.done = true
return
# Hand off to GraveSlot — it spawns the marker, emits the signal, frees both.
var world_parent := get_tree().get_root().get_node_or_null("World")
if world_parent == null:
world_parent = pawn.get_parent()
slot.accept_corpse(corpse, world_parent)
pawn.carried_item = null
Audit.log(
"job_runner",
"%s deposit_corpse: '%s' buried at %s" % [pawn.pawn_name, corpse.deceased_name, pawn.tile]
)
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.

View file

@ -19,6 +19,12 @@ var id: StringName = &""
## Item type consumed by this recipe (single-ingredient for Phase 6).
var ingredient_type: StringName = &""
## Phase 14 — optional secondary ingredient. Empty string = no secondary.
## CraftingProvider Phase 14 follow-up: enforce pickup of ingredient2 before
## assigning a pawn to this bill (currently stub — only ingredient_type enforced).
var ingredient2_type: StringName = &""
var ingredient2_count: int = 0
## Item type produced by this recipe.
var output_type: StringName = &""
@ -44,6 +50,8 @@ func to_dict() -> Dictionary:
return {
"id": String(id),
"ingredient_type": String(ingredient_type),
"ingredient2_type": String(ingredient2_type),
"ingredient2_count": ingredient2_count,
"output_type": String(output_type),
"work_ticks": work_ticks,
"required_skill": String(required_skill),
@ -56,6 +64,8 @@ static func from_dict(d: Dictionary) -> Recipe:
var r := Recipe.new()
r.id = StringName(d.get("id", ""))
r.ingredient_type = StringName(d.get("ingredient_type", ""))
r.ingredient2_type = StringName(d.get("ingredient2_type", ""))
r.ingredient2_count = int(d.get("ingredient2_count", 0))
r.output_type = StringName(d.get("output_type", ""))
r.work_ticks = int(d.get("work_ticks", 100))
r.required_skill = StringName(d.get("required_skill", str(SKILL_CRAFTING)))

View file

@ -82,3 +82,30 @@ static func meal_from_vegetables() -> Recipe:
r.required_skill = Recipe.SKILL_COOKING
r.skill_threshold = 0
return r
# ── Phase 14 — Death + cremation ─────────────────────────────────────────────
static func cremate_corpse() -> Recipe:
## Cremation recipe. Primary ingredient: 1 corpse (TYPE_CORPSE).
## Secondary ingredient: 5 wood (ingredient2_type / ingredient2_count) — see
## recipe.gd for the Phase 14 extension fields.
## Output: 1 ash item (TYPE_ASH). Work time: 60 ticks (~3 sim seconds at 1×).
## No Quality roll — cremation is binary. accepted_skill = manual_labor;
## any laborer can operate the pyre.
##
## Stub gap: CraftingProvider's ingredient-pickup step only handles the
## primary ingredient (ingredient_type = TYPE_CORPSE). The 5-wood secondary
## requirement is recorded in ingredient2_type/ingredient2_count but is NOT
## enforced at runtime until CraftingProvider is extended (Phase 14 follow-up).
var r := Recipe.new()
r.id = &"cremate_corpse"
r.label = "Cremate corpse"
r.ingredient_type = Item.TYPE_CORPSE
r.ingredient2_type = Item.TYPE_WOOD
r.ingredient2_count = 5
r.output_type = Item.TYPE_ASH
r.work_ticks = 60 # ~3 sim seconds at 1×
r.required_skill = &"manual_labor"
r.skill_threshold = 0
return r

View file

@ -234,3 +234,62 @@ static func ate_meal() -> Thought:
t.ticks_remaining = 800
t.max_stacks = 3
return t
# ── Phase 14 — Death + corpses + burial ──────────────────────────────────────
## Mood penalty when the pawn sees a corpse within 5 Manhattan tiles.
## Stacks up to 3 — multiple visible corpses compound.
## modifier=-3, max_stacks=3, EVENT, 1200 ticks (~10 in-game min at 1×).
static func saw_corpse() -> Thought:
var t := Thought.new()
t.id = &"saw_corpse"
t.label = "Saw a corpse"
t.modifier = -3
t.lifetime = Thought.Lifetime.EVENT
t.ticks_remaining = 1200
t.max_stacks = 3
return t
## Small positive mood when the pawn helped bury a friend.
## Closure — finite but meaningful.
## modifier=+2, max_stacks=1, EVENT, 2400 ticks (~20 in-game min at 1×).
static func buried_friend() -> Thought:
var t := Thought.new()
t.id = &"buried_friend"
t.label = "Buried a friend"
t.modifier = 2
t.lifetime = Thought.Lifetime.EVENT
t.ticks_remaining = 2400
t.max_stacks = 1
return t
## Small positive mood when the pawn helped cremate a friend.
## Closure — finite but meaningful.
## modifier=+2, max_stacks=1, EVENT, 2400 ticks (~20 in-game min at 1×).
static func cremated_friend() -> Thought:
var t := Thought.new()
t.id = &"cremated_friend"
t.label = "Cremated a friend"
t.modifier = 2
t.lifetime = Thought.Lifetime.EVENT
t.ticks_remaining = 2400
t.max_stacks = 1
return t
## Strong negative mood while a rotting corpse is present in the colony.
## PERSISTENT: synced from World.corpses each tick by Pawn._process_thoughts.
## Stacks up to 3 (severity scales with the number of rotting corpses, capped
## at 3). Mood compute uses min(stacks, max_stacks) so the cap is enforced.
## modifier=-4, max_stacks=3, PERSISTENT.
static func rotting_body_in_colony() -> Thought:
var t := Thought.new()
t.id = &"rotting_body_in_colony"
t.label = "Rotting body in colony"
t.modifier = -4
t.lifetime = Thought.Lifetime.PERSISTENT
t.max_stacks = 3
return t

View file

@ -23,6 +23,8 @@ const KIND_SLEEP: StringName = &"sleep" # Sleep in a Bed (or on the floo
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
const KIND_CLEAN: StringName = &"clean" # Multi-tick: reduce dirt on a tile until clean (Phase 13 Cleaning category)
const KIND_PICKUP_CORPSE: StringName = &"pickup_corpse" # Phase 14: pick up a Corpse entity at pawn.tile into pawn.carried_item
const KIND_DEPOSIT_CORPSE: StringName = &"deposit_corpse" # Phase 14: deliver pawn.carried_item (Corpse) into a GraveSlot at pawn.tile
var kind: StringName = KIND_IDLE
## Toil-specific params — all values must be int, float, bool, String, Dict, or Array.
@ -203,6 +205,26 @@ static func clean_at(tile: Vector2i) -> Toil:
return t
## Phase 14 — pick up a Corpse entity lying at pawn.tile into pawn.carried_item.
## Single-tick. Scans World.corpses for a corpse at pawn.tile that is not already
## being carried (checks corpse.get("being_carried_corpse", false)).
static func pickup_corpse() -> Toil:
var t := Toil.new()
t.kind = KIND_PICKUP_CORPSE
t.data = {}
return t
## Phase 14 — deliver pawn.carried_item (a Corpse) into the GraveSlot at pawn.tile.
## Single-tick. Resolves the GraveSlot from World.stockpiles covering pawn.tile,
## calls slot.accept_corpse(corpse, world_parent) to finalise burial.
static func deposit_corpse() -> Toil:
var t := Toil.new()
t.kind = KIND_DEPOSIT_CORPSE
t.data = {}
return t
## Timed crafting action at a Workbench.
## `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.