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