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

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class_name Corpse extends Node2D
## Phase 14 — pawn corpse. Spawns when a Pawn dies, carries the deceased
## pawn's identity for the burial / cremation / grave-marker pipeline.
##
## DECAY MODEL (design.md "Death & corpses"):
## decay 0..50 — fresh (no dirt contribution beyond the existing tile)
## decay 50..100 — rotting (DirtinessSystem.bump per tick, "rotting body in colony" thought severity ramps)
## decay 100 — rotted: corpse is destroyed, EventBus.corpse_rotted_away fires
##
## Hauling: corpses haul-route through StorageDestinations exactly like Items,
## but accept-filter is gated by Item.TYPE_CORPSE on the destination side.
## GraveyardZone (Agent B) is the destination class that opts in.
##
## When a corpse reaches a GraveSlot (Agent B), the slot consumes it and spawns
## a GraveMarker carrying the deceased identity. EventBus.corpse_buried fires.
##
## When a corpse is fed to a CremationPyre (Agent C), it's consumed and an
## ash item drops + "cremated friend" mood thought fires.
##
## Save round-trip carries: tile, deceased_name, deceased_portrait_color,
## decay, death_tick, death_cause.
const DECAY_PER_TICK: float = 0.05 ## ~33 in-game min from fresh→rotted at 1×
const DECAY_FRESH_MAX: float = 50.0
const DECAY_ROTTED: float = 100.0
## Tile position (mirrors Pawn/Item convention).
@export var tile: Vector2i = Vector2i.ZERO
## Deceased identity — carried to the GraveMarker on burial.
@export var deceased_name: String = ""
@export var deceased_portrait_color: Color = Color.WHITE
## Decay 0..100. Drives visual + dirty contribution + mood-thought severity.
@export var decay: float = 0.0
## Sim tick at death; useful for "how long ago" alerts.
@export var death_tick: int = 0
## Brief categorization, used by mood thoughts ("died of bleeding", "killed by wolf").
@export var death_cause: StringName = &""
func _ready() -> void:
World.register_corpse(self)
EventBus.sim_tick.connect(_on_sim_tick)
z_index = 4 # above floors, below pawns
func _exit_tree() -> void:
World.unregister_corpse(self)
## Public setup helper called by the death pipeline. Mirrors Wall.setup() shape.
func setup(p_tile: Vector2i, p_name: String, p_color: Color, p_cause: StringName) -> void:
tile = p_tile
global_position = Vector2(tile.x * 16 + 8, tile.y * 16 + 8)
deceased_name = p_name
deceased_portrait_color = p_color
death_cause = p_cause
death_tick = Sim.tick
queue_redraw()
## True for HaulingProvider — corpses haul like items.
## The matching filter on the StorageDestination side is `Item.TYPE_CORPSE`.
func get_item_type() -> StringName:
return &"corpse"
## True when decay is past the rotting threshold; mood thought severity ramps from here.
func is_rotting() -> bool:
return decay >= DECAY_FRESH_MAX
func _on_sim_tick(_n: int) -> void:
decay += DECAY_PER_TICK
if is_rotting():
# Bump dirtiness at this tile (Phase 13 hook). +5/h at decay=100 per design.md.
if World.dirtiness_system != null:
World.dirtiness_system.bump(tile, 0.04) # ~+8/in-game-min
if decay >= DECAY_ROTTED:
Audit.log("corpse", "%s rotted away at %s" % [deceased_name, tile])
EventBus.corpse_rotted_away.emit(self)
queue_free()
# ── visual: simple procedural sprite ─────────────────────────────────────────
func _draw() -> void:
# Body color desaturates as decay progresses; turns olive-green when rotting.
var t := clampf(decay / DECAY_ROTTED, 0.0, 1.0)
var fresh := Color(0.70, 0.60, 0.55)
var rotten := Color(0.45, 0.50, 0.30)
var body_color := fresh.lerp(rotten, t)
# Lay-down silhouette: 14×6 rect centered.
draw_rect(Rect2(-7, -3, 14, 6), body_color)
# Head dot
draw_circle(Vector2(-9, 0), 3, deceased_portrait_color.lerp(body_color, 0.3))
# ── save / load ──────────────────────────────────────────────────────────────
func to_dict() -> Dictionary:
return {
"tile_x": tile.x,
"tile_y": tile.y,
"name": deceased_name,
"color_r": deceased_portrait_color.r,
"color_g": deceased_portrait_color.g,
"color_b": deceased_portrait_color.b,
"decay": decay,
"death_tick": death_tick,
"cause": String(death_cause),
}
func from_dict(d: Dictionary) -> void:
tile = Vector2i(int(d.get("tile_x", 0)), int(d.get("tile_y", 0)))
global_position = Vector2(tile.x * 16 + 8, tile.y * 16 + 8)
deceased_name = d.get("name", "")
deceased_portrait_color = Color(d.get("color_r", 1.0), d.get("color_g", 1.0), d.get("color_b", 1.0))
decay = d.get("decay", 0.0)
death_tick = int(d.get("death_tick", 0))
death_cause = StringName(d.get("cause", ""))
queue_redraw()