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:
parent
9cf9b7dbfd
commit
67ec2cce7f
26 changed files with 1306 additions and 33 deletions
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@ -20,16 +20,23 @@ const TOOL_BUILD_DOOR: StringName = &"build_door"
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# Phase 13 — no-roof designation: painted tiles become courtyards; RoomDetector
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# excludes them from auto-roofing. Calls World.toggle_no_roof_at() on apply.
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const TOOL_NO_ROOF: StringName = &"no_roof"
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# Phase 14 — graveyard zone paint: marks a region as a corpse-only storage zone.
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const TOOL_GRAVEYARD: StringName = &"graveyard"
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# Phase 14 — dig grave: queues a GraveSlot build job at the painted tile.
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const TOOL_DIG_GRAVE: StringName = &"dig_grave"
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# Atlas coords on the shared placeholder tileset (source 0).
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# build_wall → stone-grey (2, 0); build_floor → dirt-brown (1, 0).
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# build_door → dark stone (3, 0) so the ghost reads visually distinct from walls.
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# no_roof → grass (0, 0) with the designation layer modulate tinting it visibly.
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# graveyard / dig_grave → dirt-brown (1, 0); modulate tints these dark brown.
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const _ATLAS_BY_TOOL: Dictionary = {
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&"build_wall": Vector2i(2, 0),
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&"build_floor": Vector2i(1, 0),
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&"build_door": Vector2i(3, 0),
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&"no_roof": Vector2i(0, 0),
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&"graveyard": Vector2i(1, 0),
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&"dig_grave": Vector2i(1, 0),
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}
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# Placeholder source ID — mirrors World.PLACEHOLDER_SOURCE_ID.
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@ -68,7 +75,8 @@ func bind(paint_layer: TileMapLayer, selection: Selection = null) -> void:
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## Activate a paint tool. Pass TOOL_NONE to deactivate.
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func set_active_tool(tool: StringName) -> void:
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assert(
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tool in [TOOL_NONE, TOOL_BUILD_WALL, TOOL_BUILD_FLOOR, TOOL_BUILD_DOOR, TOOL_NO_ROOF],
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tool in [TOOL_NONE, TOOL_BUILD_WALL, TOOL_BUILD_FLOOR, TOOL_BUILD_DOOR,
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TOOL_NO_ROOF, TOOL_GRAVEYARD, TOOL_DIG_GRAVE],
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"Designation.set_active_tool: unknown tool '%s'" % tool
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)
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_tool = tool
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108
scenes/world/graveyard_zone.gd
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108
scenes/world/graveyard_zone.gd
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@ -0,0 +1,108 @@
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class_name GraveyardZone extends StorageDestination
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## Phase 14 — Graveyard floor zone. Accepts corpses only.
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##
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## Structurally identical to StockpileZone but locked to Item.TYPE_CORPSE.
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## The `accepts()` override adds a Corpse type-check so Items of type &"corpse"
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## that are NOT Corpse entities never match (belt-and-suspenders).
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##
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## Visual: darker brownish overlay (brown-grey to read as turned earth) vs the
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## yellow-tinted StockpileZone overlay.
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##
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## One slot per tile — corpses are large; one per cell mirrors design.md.
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##
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## Register/unregister with World.stockpiles happen automatically in
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## _ready / _exit_tree — no external wiring needed.
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##
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## See docs/implementation.md Phase 14 "GraveyardZone".
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## Region in tile coordinates.
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@export var region: Rect2i = Rect2i(0, 0, 4, 4)
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## Player-visible label shown in zone inspect UI (Phase 17).
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@export var label: String = "Graveyard"
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const _TILE_PX: int = 16
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## Earthen-brown fill at two priority extremes — graveyard zones are fixed
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## priority NORMAL; other Priority values are valid but unlikely to be set by
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## the player in Phase 14. Tint distinguishes from StockpileZone yellow.
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const _FILL_COLOR: Color = Color(0.40, 0.28, 0.18, 0.18) # dark earth brown
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const _BORDER_COLOR: Color = Color(0.30, 0.20, 0.12, 0.55) # deeper border
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func _ready() -> void:
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z_index = -1
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accepted_types = [Item.TYPE_CORPSE]
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World.register_stockpile(self)
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queue_redraw()
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func _exit_tree() -> void:
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World.unregister_stockpile(self)
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# ── StorageDestination overrides ─────────────────────────────────────────────
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func accepts(item) -> bool:
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if priority == StorageDestination.Priority.OFF:
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return false
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# Must be type corpse AND an actual Corpse entity (not a regular Item).
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if not item.has_method("get_item_type"):
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return false
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if item.get_item_type() != Item.TYPE_CORPSE:
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return false
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# Only accept if there is a dug GraveSlot at an open tile in our region.
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return _find_open_grave_slot() != null
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func covers_tile(tile: Vector2i) -> bool:
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return region.has_point(tile)
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## Scan region for an open dug GraveSlot. Returns the slot or null.
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## "Open" means the slot is in DUG state (not yet occupied / being hauled to).
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func find_drop_position(item) -> Vector2i:
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if not accepts(item):
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return Vector2i(-1, -1)
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var slot = _find_open_grave_slot()
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if slot == null:
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return Vector2i(-1, -1)
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return slot.tile
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# ── drawing ───────────────────────────────────────────────────────────────────
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func _draw() -> void:
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var tile_px := float(_TILE_PX)
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var rect_px := Rect2(
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Vector2(region.position) * tile_px,
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Vector2(region.size) * tile_px
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)
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draw_rect(rect_px, _FILL_COLOR, true)
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draw_rect(rect_px, _BORDER_COLOR, false, 1.0)
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# Small cross marker in the top-left corner of the zone as a visual cue.
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var cross_center := Vector2(region.position) * tile_px + Vector2(tile_px * 0.5, tile_px * 0.5)
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var cross_color := Color(_BORDER_COLOR.r, _BORDER_COLOR.g, _BORDER_COLOR.b, 0.70)
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draw_line(cross_center + Vector2(0.0, -4.0), cross_center + Vector2(0.0, 4.0), cross_color, 1.5)
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draw_line(cross_center + Vector2(-3.0, -1.5), cross_center + Vector2(3.0, -1.5), cross_color, 1.5)
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# ── internal ─────────────────────────────────────────────────────────────────
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## Returns the first GraveSlot within the region that is in DUG state and not
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## already being hauled to. Returns null if none found.
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func _find_open_grave_slot():
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for x in range(region.position.x, region.position.x + region.size.x):
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for y in range(region.position.y, region.position.y + region.size.y):
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var cell := Vector2i(x, y)
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# Look for a GraveSlot in World.stockpiles that covers this cell
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# and is in DUG state.
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for dest in World.stockpiles:
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if dest == self:
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continue
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if not dest.has_method("is_grave_slot_dug"):
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continue
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if dest.covers_tile(cell) and dest.is_grave_slot_dug():
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return dest
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return null
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1
scenes/world/graveyard_zone.gd.uid
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1
scenes/world/graveyard_zone.gd.uid
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@ -0,0 +1 @@
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uid://d368k7d64gc3h
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@ -65,9 +65,21 @@ func covers_tile(tile: Vector2i) -> bool:
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## Priority-and-filter gate, shared by all subclasses.
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## Returns false when OFF or when the item's type is not in accepted_types.
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## accepted_types.is_empty() is the wildcard "accept any type" case.
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## Resolves item_type defensively — Corpse entities expose get_item_type()
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## rather than a plain .item_type property; both are handled here.
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func _filter_accepts(item) -> bool:
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if priority == Priority.OFF:
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return false
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if accepted_types.is_empty():
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return true
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return item.item_type in accepted_types
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# Resolve the type string defensively: prefer .item_type property, fall back
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# to get_item_type() for Corpse entities (Phase 14).
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var type: StringName
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var t = item.get("item_type")
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if t != null:
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type = t
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elif item.has_method("get_item_type"):
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type = item.get_item_type()
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else:
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return false
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return type in accepted_types
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@ -21,6 +21,9 @@ const BEAUTY_SYSTEM_SCRIPT: Script = preload("res://scenes/world/beauty_system.g
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const DIRTINESS_SYSTEM_SCRIPT: Script = preload("res://scenes/world/dirtiness_system.gd")
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const CLEANING_PROVIDER_SCRIPT: Script = preload("res://scenes/ai/cleaning_provider.gd")
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const INDOOR_TINT_SCRIPT: Script = preload("res://scenes/world/indoor_tint_overlay.gd")
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# Phase 14 — grave / burial entities (scripts only; no .tscn needed).
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const GRAVEYARD_ZONE_SCRIPT: Script = preload("res://scenes/world/graveyard_zone.gd")
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const GRAVE_SLOT_SCRIPT: Script = preload("res://scenes/entities/grave_slot.gd")
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const PAWN_SCENE: PackedScene = preload("res://scenes/pawn/pawn.tscn")
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const TREE_SCENE: PackedScene = preload("res://scenes/entities/tree.tscn")
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const ROCK_SCENE: PackedScene = preload("res://scenes/entities/rock.tscn")
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const BED_SCENE: PackedScene = preload("res://scenes/entities/bed.tscn")
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const TORCH_SCENE: PackedScene = preload("res://scenes/entities/torch.tscn")
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# Phase 14 — demo auto-kill toggle.
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## Set to true to force-kill the first pawn 50 ticks after boot so MCP runtime
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## tests can observe the full death → corpse pipeline at startup.
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## LEAVE FALSE for normal play — a colonist dies every session otherwise.
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## To enable for a test session: edit this constant, run, revert when done.
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const DEMO_PHASE14_AUTOKILL: bool = false
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# 3 starting pawns — Phase 2 demo. Phase 7+ replaces this with map-gen + name table.
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const SAMPLE_PAWNS: Array[Dictionary] = [
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# Phase 6 demo — varied Crafting skill so the quality system shows visible
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_apply_season_tint(Clock.current_season())
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EventBus.season_changed.connect(_apply_season_tint)
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# Phase 14 — demo auto-kill (disabled by default — see DEMO_PHASE14_AUTOKILL).
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if DEMO_PHASE14_AUTOKILL:
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EventBus.sim_tick.connect(_demo_phase14_autokill_hook)
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func world_bounds_px() -> Rect2:
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return Rect2(Vector2.ZERO, Vector2(MAP_SIZE_TILES * TILE_SIZE_PX))
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entity = DOOR_SCENE.instantiate()
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add_child(entity)
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entity.setup(cell)
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# Phase 14 — graveyard zone: paint a single-cell GraveyardZone.
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# The zone is 1×1 and re-uses the same region as the painted cell.
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&"graveyard":
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var gz := Node2D.new()
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gz.set_script(GRAVEYARD_ZONE_SCRIPT)
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gz.name = "GraveyardZone_%d_%d" % [cell.x, cell.y]
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add_child(gz)
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gz.region = Rect2i(cell.x, cell.y, 1, 1)
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gz.label = "Graveyard"
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gz.queue_redraw()
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entity = gz
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# Phase 14 — dig grave: spawn a GraveSlot ghost and queue it for build.
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&"dig_grave":
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var gs := Node2D.new()
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gs.set_script(GRAVE_SLOT_SCRIPT)
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gs.name = "GraveSlot_%d_%d" % [cell.x, cell.y]
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add_child(gs)
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gs.setup(cell)
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entity = gs
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_:
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Audit.log("world", "unknown designation tool: %s" % tool)
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return
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return
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var entity = _build_sites_by_tile[cell]
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_build_sites_by_tile.erase(cell)
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if is_instance_valid(entity) and not entity.is_completed():
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if not is_instance_valid(entity):
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return
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# For build-queue entities (Wall, Floor, Door, GraveSlot): only free if not
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# yet completed (a completed wall should not be torn down by a cancel signal).
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# For zone-overlay entities (GraveyardZone) that have no is_completed(): always free.
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var can_complete: bool = entity.has_method("is_completed")
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if not can_complete or not entity.is_completed():
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entity.queue_free()
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@ -685,6 +724,24 @@ func _run_pathfinder_spike() -> void:
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])
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# ── Phase 14: demo auto-kill hook ───────────────────────────────────────────
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## Connected to EventBus.sim_tick when DEMO_PHASE14_AUTOKILL is true.
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## Force-kills the first pawn 50 ticks after boot so the death→corpse pipeline
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## can be tested in a normal play session. LEAVE DEMO_PHASE14_AUTOKILL = false
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## for normal play.
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func _demo_phase14_autokill_hook(tick_n: int) -> void:
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if tick_n != 50:
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return
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if World.pawns.is_empty():
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return
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var victim = World.pawns[0]
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if victim.has_method("take_damage"):
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Audit.log("world", "phase 14 demo: force-killing '%s' at tick %d" % [victim.pawn_name, tick_n])
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victim.take_damage(victim.hp, &"demo_kill")
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EventBus.sim_tick.disconnect(_demo_phase14_autokill_hook)
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# ── camera bounds ───────────────────────────────────────────────────────────
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func _apply_camera_bounds() -> void:
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