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

@ -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.