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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108
scenes/world/graveyard_zone.gd
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scenes/world/graveyard_zone.gd
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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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