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>
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26 changed files with 1306 additions and 33 deletions
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@ -111,6 +111,10 @@ func tick() -> void:
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_tick_treat(t)
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Toil.KIND_CLEAN:
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_tick_clean(t)
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Toil.KIND_PICKUP_CORPSE:
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_tick_pickup_corpse(t)
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Toil.KIND_DEPOSIT_CORPSE:
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_tick_deposit_corpse(t)
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if t.done:
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job.advance()
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@ -800,6 +804,87 @@ func _tick_clean(t) -> void:
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t.done = true
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## Phase 14 — Execute one tick of a PICKUP_CORPSE toil.
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##
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## Scans World.corpses for a Corpse at pawn.tile that is not flagged as
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## being_carried_corpse. Transfers it into pawn.carried_item and marks
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## the corpse's being_carried_corpse flag so the sweep skips it.
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## Completes in a single tick.
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func _tick_pickup_corpse(t) -> void:
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var corpse = null
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for c in World.corpses:
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if c.tile == pawn.tile and not c.get("being_carried_corpse"):
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corpse = c
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break
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if corpse == null:
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Audit.log(
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"job_runner",
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"%s pickup_corpse: no corpse at %s" % [pawn.pawn_name, pawn.tile]
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)
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t.done = true
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return
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pawn.carried_item = corpse
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# Use a dynamic property so Corpse script need not be modified (Agent A owns it).
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corpse.set_meta("being_carried_corpse", true)
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# Also hide the corpse while being carried.
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corpse.visible = false
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Audit.log(
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"job_runner",
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"%s pickup_corpse: '%s' at %s" % [pawn.pawn_name, corpse.deceased_name, pawn.tile]
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)
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t.done = true
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## Phase 14 — Execute one tick of a DEPOSIT_CORPSE toil.
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##
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## Finds the GraveSlot in World.stockpiles covering pawn.tile (must be dug).
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## Calls slot.accept_corpse(corpse, world_parent) which spawns the GraveMarker,
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## emits EventBus.corpse_buried, and frees both the corpse and the slot.
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## Clears pawn.carried_item. Completes in a single tick.
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func _tick_deposit_corpse(t) -> void:
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if pawn.carried_item == null:
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Audit.log(
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"job_runner",
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"%s deposit_corpse: nothing to bury" % pawn.pawn_name
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)
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t.done = true
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return
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var corpse = pawn.carried_item
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# Resolve the GraveSlot covering pawn.tile.
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var slot = null
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for dest in World.stockpiles:
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if dest.has_method("is_grave_slot_dug") and dest.covers_tile(pawn.tile):
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slot = dest
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break
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if slot == null or not slot.is_grave_slot_dug():
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Audit.log(
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"job_runner",
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"%s deposit_corpse: no dug GraveSlot at %s — dropping corpse" % [pawn.pawn_name, pawn.tile]
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)
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# Restore corpse visibility and clear carry flag so it can be re-hauled.
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if is_instance_valid(corpse):
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corpse.set_meta("being_carried_corpse", false)
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corpse.visible = true
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pawn.carried_item = null
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t.done = true
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return
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# Hand off to GraveSlot — it spawns the marker, emits the signal, frees both.
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var world_parent := get_tree().get_root().get_node_or_null("World")
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if world_parent == null:
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world_parent = pawn.get_parent()
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slot.accept_corpse(corpse, world_parent)
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pawn.carried_item = null
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Audit.log(
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"job_runner",
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"%s deposit_corpse: '%s' buried at %s" % [pawn.pawn_name, corpse.deceased_name, pawn.tile]
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)
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t.done = true
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## Resolve the patient Pawn node from the NodePath stored in `t.data["patient"]`.
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## Returns null and logs if the node is absent or no longer valid.
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## Shared by _tick_rescue and _tick_treat.
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