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 GraveSlot extends Node2D
## Phase 14 — per-tile grave slot entity. Spawned by the designation system when
## the player paints TOOL_DIG_GRAVE. Progresses through a two-state build model:
##
## ghost (BUILD_TICKS not yet reached)
## ↓ ConstructionProvider builds it via on_build_tick()
## dug (open hole, ready for a corpse)
## ↓ HaulingProvider routes a corpse here; accept_corpse() is called
## (GraveSlot queue_free-s itself; GraveMarker spawned at same tile)
##
## Build contract: same duck-type interface as Wall / Floor / Door so that
## ConstructionProvider's untyped iteration in World.build_queue picks it up
## automatically without any dispatch addition.
## site.tile: Vector2i
## site.is_buildable() -> bool
## site.label() -> String
## site.get_path() -> NodePath
## site.blocks_pathing_when_complete() -> bool (returns false — grave stays walkable)
##
## StorageDestination duck-type interface (registered in World.stockpiles):
## accepts(item) -> bool
## find_drop_position(item) -> Vector2i
## covers_tile(tile) -> bool
## is_grave_slot_dug() -> bool (queried by GraveyardZone._find_open_grave_slot)
##
## See docs/implementation.md Phase 14 "GraveSlot".
const TILE_SIZE_PX: int = 16
## Sim ticks to dig the grave (80 ticks ≈ 4 s at 1×).
const BUILD_TICKS: int = 80
## Visual colours.
const _GHOST_FILL := Color(0.38, 0.28, 0.16, 0.35) # pale dirt, transparent
const _DUG_FILL := Color(0.28, 0.18, 0.08, 0.85) # dark open earth
const _OUTLINE := Color(0.18, 0.12, 0.06, 0.80)
## Tile position.
@export var tile: Vector2i = Vector2i.ZERO
var build_progress: int = 0
var _dug: bool = false # true once BUILD_TICKS reached (ghost→dug transition)
# ── lifecycle ─────────────────────────────────────────────────────────────────
func _ready() -> void:
# Register as a build site so ConstructionProvider picks it up.
World.register_build_site(self)
# Register as a stockpile destination so HaulingProvider can route corpses here.
World.register_stockpile(self)
z_index = 1 # above terrain, below items
func _exit_tree() -> void:
World.unregister_build_site(self)
World.unregister_stockpile(self)
# ── public setup ──────────────────────────────────────────────────────────────
## One-shot initialiser. Call after add_child(). Sets tile + world position.
func setup(p_tile: Vector2i) -> void:
tile = p_tile
# Centre-align within the tile (same convention as Corpse, Item).
global_position = Vector2(
tile.x * TILE_SIZE_PX + TILE_SIZE_PX / 2.0,
tile.y * TILE_SIZE_PX + TILE_SIZE_PX / 2.0
)
queue_redraw()
Audit.log("grave_slot", "ghost placed at %s" % tile)
# ── ConstructionProvider duck-type interface ──────────────────────────────────
## True while the slot still needs digging. ConstructionProvider checks this.
func is_buildable() -> bool:
return not _dug
## GraveSlot stays walkable after being dug — the pawn stands on it to deposit.
func blocks_pathing_when_complete() -> bool:
return false
## Human-readable job label used by ConstructionProvider and Audit logs.
func label() -> String:
return "grave"
## Called by the BUILD toil in JobRunner once per sim tick while the pawn digs.
func on_build_tick() -> void:
if _dug:
return
build_progress += 1
queue_redraw()
if build_progress >= BUILD_TICKS:
_complete_dig()
## True once the slot has finished the ghost-phase (for World._on_designation_cleared).
func is_completed() -> bool:
return _dug
# ── StorageDestination duck-type interface ────────────────────────────────────
## Returns true if this slot is dug (open) and ready to accept a corpse.
## GraveyardZone calls this to verify an open slot exists in the region.
func is_grave_slot_dug() -> bool:
return _dug
## Returns true if `item` is a Corpse entity AND this slot is dug.
func accepts(item) -> bool:
if not _dug:
return false
return item.has_method("get_item_type") and item.get_item_type() == &"corpse"
## Returns the slot's own tile if it is dug and available; Vector2i(-1,-1) otherwise.
func find_drop_position(item) -> Vector2i:
if not accepts(item):
return Vector2i(-1, -1)
return tile
## True when `p_tile` matches this slot's tile.
func covers_tile(p_tile: Vector2i) -> bool:
return p_tile == tile
## Priority mirrors StorageDestination enum so HaulingProvider's priority
## comparison works cleanly. NORMAL for grave slots.
var priority: int = StorageDestination.Priority.NORMAL
# ── burial ─────────────────────────────────────────────────────────────────────
## Called by JobRunner._tick_deposit_corpse when a pawn has carried a corpse
## here and is standing on this tile. Instantiates a GraveMarker at this tile,
## emits EventBus.corpse_buried, then frees both the corpse and this slot.
func accept_corpse(corpse, world_parent: Node) -> void:
if not _dug:
Audit.log("grave_slot", "accept_corpse called before slot is dug at %s — ignoring" % tile)
return
Audit.log("grave_slot", "burying '%s' at %s" % [corpse.deceased_name, tile])
# Spawn permanent GraveMarker.
var marker_script: Script = load("res://scenes/entities/grave_marker.gd")
var marker := Node2D.new()
marker.set_script(marker_script)
marker.name = "GraveMarker_%s_%s" % [tile.x, tile.y]
world_parent.add_child(marker)
marker.setup(tile, corpse.deceased_name, corpse.deceased_portrait_color,
corpse.death_cause, corpse.death_tick)
Audit.log("grave_slot", "marker placed for '%s' (cause=%s death_tick=%d)" % [
corpse.deceased_name, corpse.death_cause, corpse.death_tick
])
EventBus.corpse_buried.emit(corpse, marker)
# Free the corpse and the slot — marker persists.
corpse.queue_free()
queue_free()
# ── visual ────────────────────────────────────────────────────────────────────
func _draw() -> void:
# Drawn centred in tile (origin = tile centre).
if _dug:
_draw_open_grave()
else:
_draw_ghost()
func _draw_ghost() -> void:
# Transparent dashed outline: dug-grave shape as a ghost.
draw_rect(Rect2(-6.0, -4.0, 12.0, 8.0), _GHOST_FILL, true)
draw_rect(Rect2(-6.0, -4.0, 12.0, 8.0), Color(_OUTLINE.r, _OUTLINE.g, _OUTLINE.b, 0.40), false, 1.0)
# Progress bar — thin strip across bottom.
if BUILD_TICKS > 0 and build_progress > 0:
var pct := float(build_progress) / float(BUILD_TICKS)
var bar_w := 12.0 * pct
draw_rect(Rect2(-6.0, 3.0, bar_w, 1.5), Color(0.6, 0.5, 0.3, 0.6), true)
func _draw_open_grave() -> void:
# Dark open pit: recessed rectangle to suggest depth.
draw_rect(Rect2(-6.0, -4.0, 12.0, 8.0), _DUG_FILL, true)
# Lighter near-edge to suggest rim of earth.
draw_rect(Rect2(-6.0, -4.0, 12.0, 2.0), Color(0.45, 0.33, 0.18, 0.70), true)
draw_rect(Rect2(-6.0, -4.0, 12.0, 8.0), _OUTLINE, false, 1.0)
# ── internal ─────────────────────────────────────────────────────────────────
func _complete_dig() -> void:
_dug = true
queue_redraw()
Audit.log("grave_slot", "grave dug at %s (ready for burial)" % tile)