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

@ -20,16 +20,23 @@ const TOOL_BUILD_DOOR: StringName = &"build_door"
# Phase 13 — no-roof designation: painted tiles become courtyards; RoomDetector
# excludes them from auto-roofing. Calls World.toggle_no_roof_at() on apply.
const TOOL_NO_ROOF: StringName = &"no_roof"
# Phase 14 — graveyard zone paint: marks a region as a corpse-only storage zone.
const TOOL_GRAVEYARD: StringName = &"graveyard"
# Phase 14 — dig grave: queues a GraveSlot build job at the painted tile.
const TOOL_DIG_GRAVE: StringName = &"dig_grave"
# Atlas coords on the shared placeholder tileset (source 0).
# build_wall → stone-grey (2, 0); build_floor → dirt-brown (1, 0).
# build_door → dark stone (3, 0) so the ghost reads visually distinct from walls.
# no_roof → grass (0, 0) with the designation layer modulate tinting it visibly.
# graveyard / dig_grave → dirt-brown (1, 0); modulate tints these dark brown.
const _ATLAS_BY_TOOL: Dictionary = {
&"build_wall": Vector2i(2, 0),
&"build_floor": Vector2i(1, 0),
&"build_door": Vector2i(3, 0),
&"no_roof": Vector2i(0, 0),
&"graveyard": Vector2i(1, 0),
&"dig_grave": Vector2i(1, 0),
}
# Placeholder source ID — mirrors World.PLACEHOLDER_SOURCE_ID.
@ -68,7 +75,8 @@ func bind(paint_layer: TileMapLayer, selection: Selection = null) -> void:
## Activate a paint tool. Pass TOOL_NONE to deactivate.
func set_active_tool(tool: StringName) -> void:
assert(
tool in [TOOL_NONE, TOOL_BUILD_WALL, TOOL_BUILD_FLOOR, TOOL_BUILD_DOOR, TOOL_NO_ROOF],
tool in [TOOL_NONE, TOOL_BUILD_WALL, TOOL_BUILD_FLOOR, TOOL_BUILD_DOOR,
TOOL_NO_ROOF, TOOL_GRAVEYARD, TOOL_DIG_GRAVE],
"Designation.set_active_tool: unknown tool '%s'" % tool
)
_tool = tool

View file

@ -0,0 +1,108 @@
class_name GraveyardZone extends StorageDestination
## Phase 14 — Graveyard floor zone. Accepts corpses only.
##
## Structurally identical to StockpileZone but locked to Item.TYPE_CORPSE.
## The `accepts()` override adds a Corpse type-check so Items of type &"corpse"
## that are NOT Corpse entities never match (belt-and-suspenders).
##
## Visual: darker brownish overlay (brown-grey to read as turned earth) vs the
## yellow-tinted StockpileZone overlay.
##
## One slot per tile — corpses are large; one per cell mirrors design.md.
##
## Register/unregister with World.stockpiles happen automatically in
## _ready / _exit_tree — no external wiring needed.
##
## See docs/implementation.md Phase 14 "GraveyardZone".
## Region in tile coordinates.
@export var region: Rect2i = Rect2i(0, 0, 4, 4)
## Player-visible label shown in zone inspect UI (Phase 17).
@export var label: String = "Graveyard"
const _TILE_PX: int = 16
## Earthen-brown fill at two priority extremes — graveyard zones are fixed
## priority NORMAL; other Priority values are valid but unlikely to be set by
## the player in Phase 14. Tint distinguishes from StockpileZone yellow.
const _FILL_COLOR: Color = Color(0.40, 0.28, 0.18, 0.18) # dark earth brown
const _BORDER_COLOR: Color = Color(0.30, 0.20, 0.12, 0.55) # deeper border
func _ready() -> void:
z_index = -1
accepted_types = [Item.TYPE_CORPSE]
World.register_stockpile(self)
queue_redraw()
func _exit_tree() -> void:
World.unregister_stockpile(self)
# ── StorageDestination overrides ─────────────────────────────────────────────
func accepts(item) -> bool:
if priority == StorageDestination.Priority.OFF:
return false
# Must be type corpse AND an actual Corpse entity (not a regular Item).
if not item.has_method("get_item_type"):
return false
if item.get_item_type() != Item.TYPE_CORPSE:
return false
# Only accept if there is a dug GraveSlot at an open tile in our region.
return _find_open_grave_slot() != null
func covers_tile(tile: Vector2i) -> bool:
return region.has_point(tile)
## Scan region for an open dug GraveSlot. Returns the slot or null.
## "Open" means the slot is in DUG state (not yet occupied / being hauled to).
func find_drop_position(item) -> Vector2i:
if not accepts(item):
return Vector2i(-1, -1)
var slot = _find_open_grave_slot()
if slot == null:
return Vector2i(-1, -1)
return slot.tile
# ── drawing ───────────────────────────────────────────────────────────────────
func _draw() -> void:
var tile_px := float(_TILE_PX)
var rect_px := Rect2(
Vector2(region.position) * tile_px,
Vector2(region.size) * tile_px
)
draw_rect(rect_px, _FILL_COLOR, true)
draw_rect(rect_px, _BORDER_COLOR, false, 1.0)
# Small cross marker in the top-left corner of the zone as a visual cue.
var cross_center := Vector2(region.position) * tile_px + Vector2(tile_px * 0.5, tile_px * 0.5)
var cross_color := Color(_BORDER_COLOR.r, _BORDER_COLOR.g, _BORDER_COLOR.b, 0.70)
draw_line(cross_center + Vector2(0.0, -4.0), cross_center + Vector2(0.0, 4.0), cross_color, 1.5)
draw_line(cross_center + Vector2(-3.0, -1.5), cross_center + Vector2(3.0, -1.5), cross_color, 1.5)
# ── internal ─────────────────────────────────────────────────────────────────
## Returns the first GraveSlot within the region that is in DUG state and not
## already being hauled to. Returns null if none found.
func _find_open_grave_slot():
for x in range(region.position.x, region.position.x + region.size.x):
for y in range(region.position.y, region.position.y + region.size.y):
var cell := Vector2i(x, y)
# Look for a GraveSlot in World.stockpiles that covers this cell
# and is in DUG state.
for dest in World.stockpiles:
if dest == self:
continue
if not dest.has_method("is_grave_slot_dug"):
continue
if dest.covers_tile(cell) and dest.is_grave_slot_dug():
return dest
return null

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@ -0,0 +1 @@
uid://d368k7d64gc3h

View file

@ -65,9 +65,21 @@ func covers_tile(tile: Vector2i) -> bool:
## Priority-and-filter gate, shared by all subclasses.
## Returns false when OFF or when the item's type is not in accepted_types.
## accepted_types.is_empty() is the wildcard "accept any type" case.
## Resolves item_type defensively — Corpse entities expose get_item_type()
## rather than a plain .item_type property; both are handled here.
func _filter_accepts(item) -> bool:
if priority == Priority.OFF:
return false
if accepted_types.is_empty():
return true
return item.item_type in accepted_types
# Resolve the type string defensively: prefer .item_type property, fall back
# to get_item_type() for Corpse entities (Phase 14).
var type: StringName
var t = item.get("item_type")
if t != null:
type = t
elif item.has_method("get_item_type"):
type = item.get_item_type()
else:
return false
return type in accepted_types

View file

@ -21,6 +21,9 @@ const BEAUTY_SYSTEM_SCRIPT: Script = preload("res://scenes/world/beauty_system.g
const DIRTINESS_SYSTEM_SCRIPT: Script = preload("res://scenes/world/dirtiness_system.gd")
const CLEANING_PROVIDER_SCRIPT: Script = preload("res://scenes/ai/cleaning_provider.gd")
const INDOOR_TINT_SCRIPT: Script = preload("res://scenes/world/indoor_tint_overlay.gd")
# Phase 14 — grave / burial entities (scripts only; no .tscn needed).
const GRAVEYARD_ZONE_SCRIPT: Script = preload("res://scenes/world/graveyard_zone.gd")
const GRAVE_SLOT_SCRIPT: Script = preload("res://scenes/entities/grave_slot.gd")
const PAWN_SCENE: PackedScene = preload("res://scenes/pawn/pawn.tscn")
const TREE_SCENE: PackedScene = preload("res://scenes/entities/tree.tscn")
const ROCK_SCENE: PackedScene = preload("res://scenes/entities/rock.tscn")
@ -35,6 +38,13 @@ const ITEM_SCENE: PackedScene = preload("res://scenes/entities/item.tscn")
const BED_SCENE: PackedScene = preload("res://scenes/entities/bed.tscn")
const TORCH_SCENE: PackedScene = preload("res://scenes/entities/torch.tscn")
# Phase 14 — demo auto-kill toggle.
## Set to true to force-kill the first pawn 50 ticks after boot so MCP runtime
## tests can observe the full death → corpse pipeline at startup.
## LEAVE FALSE for normal play — a colonist dies every session otherwise.
## To enable for a test session: edit this constant, run, revert when done.
const DEMO_PHASE14_AUTOKILL: bool = false
# 3 starting pawns — Phase 2 demo. Phase 7+ replaces this with map-gen + name table.
const SAMPLE_PAWNS: Array[Dictionary] = [
# Phase 6 demo — varied Crafting skill so the quality system shows visible
@ -205,6 +215,10 @@ func _ready() -> void:
_apply_season_tint(Clock.current_season())
EventBus.season_changed.connect(_apply_season_tint)
# Phase 14 — demo auto-kill (disabled by default — see DEMO_PHASE14_AUTOKILL).
if DEMO_PHASE14_AUTOKILL:
EventBus.sim_tick.connect(_demo_phase14_autokill_hook)
func world_bounds_px() -> Rect2:
return Rect2(Vector2.ZERO, Vector2(MAP_SIZE_TILES * TILE_SIZE_PX))
@ -541,6 +555,25 @@ func _on_designation_added(cell: Vector2i, tool: StringName) -> void:
entity = DOOR_SCENE.instantiate()
add_child(entity)
entity.setup(cell)
# Phase 14 — graveyard zone: paint a single-cell GraveyardZone.
# The zone is 1×1 and re-uses the same region as the painted cell.
&"graveyard":
var gz := Node2D.new()
gz.set_script(GRAVEYARD_ZONE_SCRIPT)
gz.name = "GraveyardZone_%d_%d" % [cell.x, cell.y]
add_child(gz)
gz.region = Rect2i(cell.x, cell.y, 1, 1)
gz.label = "Graveyard"
gz.queue_redraw()
entity = gz
# Phase 14 — dig grave: spawn a GraveSlot ghost and queue it for build.
&"dig_grave":
var gs := Node2D.new()
gs.set_script(GRAVE_SLOT_SCRIPT)
gs.name = "GraveSlot_%d_%d" % [cell.x, cell.y]
add_child(gs)
gs.setup(cell)
entity = gs
_:
Audit.log("world", "unknown designation tool: %s" % tool)
return
@ -553,7 +586,13 @@ func _on_designation_cleared(cell: Vector2i) -> void:
return
var entity = _build_sites_by_tile[cell]
_build_sites_by_tile.erase(cell)
if is_instance_valid(entity) and not entity.is_completed():
if not is_instance_valid(entity):
return
# For build-queue entities (Wall, Floor, Door, GraveSlot): only free if not
# yet completed (a completed wall should not be torn down by a cancel signal).
# For zone-overlay entities (GraveyardZone) that have no is_completed(): always free.
var can_complete: bool = entity.has_method("is_completed")
if not can_complete or not entity.is_completed():
entity.queue_free()
@ -685,6 +724,24 @@ func _run_pathfinder_spike() -> void:
])
# ── Phase 14: demo auto-kill hook ───────────────────────────────────────────
## Connected to EventBus.sim_tick when DEMO_PHASE14_AUTOKILL is true.
## Force-kills the first pawn 50 ticks after boot so the death→corpse pipeline
## can be tested in a normal play session. LEAVE DEMO_PHASE14_AUTOKILL = false
## for normal play.
func _demo_phase14_autokill_hook(tick_n: int) -> void:
if tick_n != 50:
return
if World.pawns.is_empty():
return
var victim = World.pawns[0]
if victim.has_method("take_damage"):
Audit.log("world", "phase 14 demo: force-killing '%s' at tick %d" % [victim.pawn_name, tick_n])
victim.take_damage(victim.hp, &"demo_kill")
EventBus.sim_tick.disconnect(_demo_phase14_autokill_hook)
# ── camera bounds ───────────────────────────────────────────────────────────
func _apply_camera_bounds() -> void: