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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26 changed files with 1306 additions and 33 deletions
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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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@ -35,6 +38,13 @@ const ITEM_SCENE: PackedScene = preload("res://scenes/entities/item.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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@ -205,6 +215,10 @@ func _ready() -> void:
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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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@ -541,6 +555,25 @@ func _on_designation_added(cell: Vector2i, tool: StringName) -> void:
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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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@ -553,7 +586,13 @@ func _on_designation_cleared(cell: Vector2i) -> void:
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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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