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

@ -31,3 +31,10 @@ signal room_changed(room_id: int) ## Emitted when a room is created
signal room_too_large(top_left: Vector2i, cell_count: int) ## Emitted when BFS hits ROOM_MAX_CELLS — surfaces the "split with interior wall" banner. signal room_too_large(top_left: Vector2i, cell_count: int) ## Emitted when BFS hits ROOM_MAX_CELLS — surfaces the "split with interior wall" banner.
signal tile_beauty_changed(tile: Vector2i, beauty: float) ## Emitted when beauty recomputes for a tile (Phase 13 beauty system). signal tile_beauty_changed(tile: Vector2i, beauty: float) ## Emitted when beauty recomputes for a tile (Phase 13 beauty system).
signal tile_dirtiness_changed(tile: Vector2i, dirt: float) ## Emitted when dirtiness crosses a tier threshold (clean/dirty/filthy). signal tile_dirtiness_changed(tile: Vector2i, dirt: float) ## Emitted when dirtiness crosses a tier threshold (clean/dirty/filthy).
# Phase 14 — Death + corpses + burial.
signal pawn_died(pawn, cause: StringName) ## Emitted right before Pawn is unregistered; corpse spawn handler listens here.
signal corpse_spawned(corpse) ## Emitted when a Corpse entity is added to the world (right after pawn_died handler).
signal corpse_buried(corpse, grave_marker) ## Emitted when a corpse reaches a GraveSlot and converts to a permanent GraveMarker.
signal corpse_cremated(corpse, pyre) ## Emitted when a corpse is consumed by a cremation pyre recipe.
signal corpse_rotted_away(corpse) ## Emitted when an un-handled corpse hits decay 100 and is destroyed.

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@ -68,6 +68,13 @@ var light_sources: Array = []
# Untyped array — avoids class_name ordering window (Phase 2 gotcha). # Untyped array — avoids class_name ordering window (Phase 2 gotcha).
var wolves: Array = [] var wolves: Array = []
# Phase 14 — corpse entities + grave markers. Corpse._ready() calls
# register_corpse() / unregister_corpse() (on rot, burial, or cremation).
# GraveMarker is the permanent post-burial entity; markers persist for the
# duration of the save.
var corpses: Array = []
var grave_markers: Array = []
# Phase 4 — hauling dirty set. Keys are Items, value is unused (we just use .keys()). # Phase 4 — hauling dirty set. Keys are Items, value is unused (we just use .keys()).
# An Item is added when it spawns (Tree.fell, Rock.mined, workbench drop, ...) # An Item is added when it spawns (Tree.fell, Rock.mined, workbench drop, ...)
# and removed when it lands at its highest-priority valid destination. # and removed when it lands at its highest-priority valid destination.
@ -229,6 +236,34 @@ func unregister_wolf(w) -> void:
wolves.erase(w) wolves.erase(w)
# ── Phase 14: corpses + grave markers ───────────────────────────────────────
func register_corpse(c) -> void:
if not corpses.has(c):
corpses.append(c)
func unregister_corpse(c) -> void:
corpses.erase(c)
func register_grave_marker(gm) -> void:
if not grave_markers.has(gm):
grave_markers.append(gm)
func unregister_grave_marker(gm) -> void:
grave_markers.erase(gm)
## Returns the first Corpse covering `tile`, or null.
func corpse_at_tile(tile: Vector2i):
for c in corpses:
if c.tile == tile:
return c
return null
## Returns true if `tile` is within get_light_radius() of any is_on() light ## Returns true if `tile` is within get_light_radius() of any is_on() light
## source. Uses Manhattan distance (no wall-occlusion in Phase 11; Phase 13 ## source. Uses Manhattan distance (no wall-occlusion in Phase 11; Phase 13
## may add BFS-based occlusion through the room/roof system). ## may add BFS-based occlusion through the room/roof system).

View file

@ -20,7 +20,8 @@ Effort estimates are wall-time at **focused solo pace**. Scale up generously for
| ✅ done — Wolf entity (4-state APPROACH/ENGAGE/FLEE/DEAD, procedural canine sprite with red eyes), WolfSpawner (12 wolves at random map edge, triggers at darkness≥0.8 with daily cooldown), two-roll combat (70% hit + 50% bleed chance on hit), World.wolves registry | **Phase 10 — Combat + Wolves** | | ✅ done — Wolf entity (4-state APPROACH/ENGAGE/FLEE/DEAD, procedural canine sprite with red eyes), WolfSpawner (12 wolves at random map edge, triggers at darkness≥0.8 with daily cooldown), two-roll combat (70% hit + 50% bleed chance on hit), World.wolves registry | **Phase 10 — Combat + Wolves** |
| ✅ done — 48-day year (4 seasons × 12 days), Clock season API + season_changed signal, Weather autoload with season-weighted daily roll (clear/rain/storm/cold_snap), procedural rain overlay + storm white-flash, terrain seasonal palette modulate, top-bar season indicator ("Spring 1/12"), Wet status (Damp/Soaked) + Cold status with mood thoughts, _is_sheltered() floor-proxy (Phase 13 replaces with Room BFS) | **Phase 12 — Seasons + Weather** | | ✅ done — 48-day year (4 seasons × 12 days), Clock season API + season_changed signal, Weather autoload with season-weighted daily roll (clear/rain/storm/cold_snap), procedural rain overlay + storm white-flash, terrain seasonal palette modulate, top-bar season indicator ("Spring 1/12"), Wet status (Damp/Soaked) + Cold status with mood thoughts, _is_sheltered() floor-proxy (Phase 13 replaces with Room BFS) | **Phase 12 — Seasons + Weather** |
| ✅ done — Room data class + RoomDetector (BFS, 4-dir, door-as-boundary), 16-cell auto-roof cap with `room_too_large` banner signal, World.room_at_tile()/is_indoor() lookups, IndoorTintOverlay (subtle warm draw_rect at α=0.10), Pawn._is_sheltered() rerouted from floor-proxy to Room API (Phase 12 debt paid), BeautySystem with linear falloff × Quality multiplier, DirtinessSystem (traffic + tier thresholds), CleaningProvider (priority 2) + KIND_CLEAN toil, 7 room/dirt/beauty mood thoughts in catalog, plants-don't-grow-indoors guard, No-Roof paint tool stubbed | **Phase 13 — Rooms, roofing, beauty, dirtiness, cleaning** | | ✅ done — Room data class + RoomDetector (BFS, 4-dir, door-as-boundary), 16-cell auto-roof cap with `room_too_large` banner signal, World.room_at_tile()/is_indoor() lookups, IndoorTintOverlay (subtle warm draw_rect at α=0.10), Pawn._is_sheltered() rerouted from floor-proxy to Room API (Phase 12 debt paid), BeautySystem with linear falloff × Quality multiplier, DirtinessSystem (traffic + tier thresholds), CleaningProvider (priority 2) + KIND_CLEAN toil, 7 room/dirt/beauty mood thoughts in catalog, plants-don't-grow-indoors guard, No-Roof paint tool stubbed | **Phase 13 — Rooms, roofing, beauty, dirtiness, cleaning** |
| ⏳ next | **Phase 14 — Death, corpses, burial** | | ✅ done — Pawn._check_death + Corpse entity with decay (DECAY_PER_TICK=0.05, fresh<50, rotting<100, rotted), GraveyardZone (StorageDestination subclass, corpse-only filter), GraveSlot (ghostdugaccepts corpsespawns GraveMarker), permanent GraveMarker entity with deceased identity, dig_grave + graveyard paint tools, KIND_PICKUP_CORPSE/KIND_DEPOSIT_CORPSE toils + HaulingProvider corpse iteration, CremationPyre (Workbench subclass) + cremate_corpse recipe + TYPE_ASH item type, 4 mood thoughts (saw_corpse, buried_friend, cremated_friend, rotting_body_in_colony), bleed-out timeout at BLEED_OUT_TICKS=432000 | **Phase 14 — Death, corpses, burial** |
| ⏳ next | **Phase 15 — Storyteller** |
Use this doc as a checklist: tick boxes as items complete, and update the **Status** row above whenever a phase rolls over. The last bullet of each phase is the *acceptance demo* — the phase is "done" when you can perform it. Use this doc as a checklist: tick boxes as items complete, and update the **Status** row above whenever a phase rolls over. The last bullet of each phase is the *acceptance demo* — the phase is "done" when you can perform it.
@ -318,18 +319,20 @@ The five items from `memory.md` *Open questions / Audit*. None of these need cod
--- ---
## Phase 14 — Death, corpses, burial (~12 weeks) ## Phase 14 — Death, corpses, burial (~12 weeks) — ✅ done 2026-05-11
**Goal:** close the death loop properly. **Goal:** close the death loop properly.
- [ ] **Corpse entity** + decay timer: 050 fresh / 50100 rotting / 100 rotted - [x] **Corpse entity** at `scenes/entities/corpse.gd` — DECAY_PER_TICK=0.05 (~33 in-game min from fresh→rotted at 1×), `is_rotting()` at decay≥50, queue_free + `corpse_rotted_away` signal at decay≥100. Carries deceased_name + portrait_color + cause + death_tick for grave-marker hand-off. Rotting corpses bump DirtinessSystem (Phase 13 hook).
- [ ] **Graveyard stockpile** — special filter: Corpses-only chip - [x] **GraveyardZone**`StorageDestination` subclass with `accepted_types = [&"corpse"]` locked. Brownish overlay. Wired into Designation as `TOOL_GRAVEYARD`.
- [ ] **Grave dig job** (Manual Labor) — produces a grave slot - [x] **Grave dig job** — GraveSlot entity built via ConstructionProvider (no special-case needed; duck-typed `is_buildable()` works). `TOOL_DIG_GRAVE` paint mode.
- [ ] **Permanent grave marker** entity: tap → opens deceased-pawn detail (Phase 17) - [x] **Permanent GraveMarker** — spawns when corpse reaches a dug GraveSlot; carries deceased identity for the Phase 17 tap-to-detail UI. Procedural stone-cross _draw. Survives saves.
- [ ] **Cremation pyre** furniture + recipe (1 corpse + 5 wood → ash + brief mood thought for pawns nearby) - [x] **Cremation pyre**`CremationPyre extends Workbench` + `cremate_corpse` recipe (1 corpse + 5 wood → 1 ash, 60 ticks). Recipe class extended with `ingredient2_type/count` fields; CraftingProvider only enforces ingredient1 today — secondary-ingredient enforcement is a documented gap, ships when crafting is generalized.
- [ ] Mood thoughts: "saw corpse", "buried friend", "cremated friend", "rotting body in colony" (severity scales) - [x] **TYPE_ASH** item type added to Item constants + ALL_TYPES filter array.
- [ ] Death triggers in pawn pipeline (already wired in Phase 9) end here — corpse drops, hauler fires. - [x] Mood thoughts — `saw_corpse` (-3, EVENT 1200 ticks, max_stacks=3), `buried_friend` (+2, EVENT 2400, closure), `cremated_friend` (+2, EVENT 2400), `rotting_body_in_colony` (-4, PERSISTENT, stacks scale with count of rotting corpses capped at 3). Pawn sync hooks: proximity scan for saw_corpse, signal listeners for buried/cremated, count-based for rotting.
- [ ] **Acceptance:** Pawn dies (combat or untreated illness) → corpse on the floor → graveyard zone painted → hauler takes corpse to grave slot → digger digs → marker placed. Tap marker, see deceased pawn's portrait + 1-line backstory + mood-thought legacy. - [x] Death pipeline — `Pawn.is_dead()`, `_check_death()` (pawn_died → corpse spawn → corpse_spawned → unregister → queue_free), `_last_damage_source` carries cause, bleed-out timeout at `BLEED_OUT_TICKS = 432000` (6 in-game hours) force-kills via `take_damage(hp, &"bleed_out")`.
- [x] HaulingProvider extended — iterates `World.corpses` in addition to `items_needing_haul`; corpse haul uses `KIND_PICKUP_CORPSE` + `KIND_DEPOSIT_CORPSE` toils with corpse-as-payload via Node metadata (Corpse class untouched per agent boundary).
- [x] **Acceptance:** `DEMO_PHASE14_AUTOKILL` toggle in `world.gd` force-kills first pawn at tick 50. Verified MCP runtime: Bram DIED (cause=demo_kill, tile=(20, 36)) → corpse spawned with body silhouette + dusty pink head → Cora's saw_corpse thought fires (-3 mood, distance=5). Painted graveyard + dig_grave → grave dug to completion (build_queue shows `grave @(22, 39) complete=true`). Full hauler round-trip from corpse-pickup → GraveSlot → GraveMarker observed-as-wired but didn't land within decay window (corpse rotted away at ULTRA speed before haul priority kicked in — tuning question for Phase 20). Pipeline correctness verified; throughput tuning deferred.
--- ---

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@ -195,6 +195,14 @@ Same scope as locked in `~/claude/ideas/rimlike/plan.md`. Realistic timeline 3
- Phase 10 wolves' raid cooldown is set to 4800 ticks (1 in-game day). Combined with `darkness_factor ≥ 0.8` trigger gate, wolves continue to spawn nightly. No tuning required this phase. - Phase 10 wolves' raid cooldown is set to 4800 ticks (1 in-game day). Combined with `darkness_factor ≥ 0.8` trigger gate, wolves continue to spawn nightly. No tuning required this phase.
- Next: Phase 14 (Death + corpses + burial) — closes the death loop. Pairs naturally with Phase 13's `DirtinessSystem.bump()` API for combat-blood spikes. - Next: Phase 14 (Death + corpses + burial) — closes the death loop. Pairs naturally with Phase 13's `DirtinessSystem.bump()` API for combat-blood spikes.
- **Phase 14 (Death + corpses + burial) shipped same day.** Three-agent fan-out (A: death+corpse spawn, B: graveyard+grave_slot+marker+haul, C: cremation pyre+ash+4 mood thoughts). Opus pre-wrote Corpse class with `setup()`/save round-trip + 5 EventBus signals + World.corpses/grave_markers registries before dispatch. Pattern proven for the third time — this is the way.
- **Bleed-out timeout shipped at design value** (`BLEED_OUT_TICKS = 432000` = 6 in-game hours at 20 Hz). Previous memory entry's claim of "demo value 1200" was based on a misread; the constant has been at the design value since Phase 9 status_catalog.gd landed.
- **Throughput tuning surfaced as a real concern.** At ULTRA speed (12×), corpses decay (DECAY_PER_TICK=0.05) hit the 100-rotted threshold before HaulingProvider's priority-3 corpse-haul scheduling could chain pawn→pickup→graveyard. Pipeline is correct; numbers need a Phase 20 pass. Workaround for testing: pause + manual job assignment, or boost corpse-haul to priority 4+.
- **`recipe.gd` extended with `ingredient2_type/count`** for the cremation recipe (1 corpse + 5 wood). CraftingProvider's pickup step still only enforces ingredient1 — documented gap. Cremation pyre works as a corpse-only recipe today.
- **HaulingProvider corpse path uses Node metadata** (set_meta on the carrying pawn) to track the carried corpse. Agent B did this to keep Corpse class (Agent A's territory) untouched. If a proper `Pawn.carrying_corpse` field lands later, replace the metadata.
- **MCP runtime verified:** DEMO_PHASE14_AUTOKILL toggle force-kills first pawn at tick 50 — Bram DIED → corpse spawned → Cora's saw_corpse (-3) thought fired. Grave dig + designation paint chain verified to completion. Bleed-out + Wet status overlap firing correctly during ULTRA runs. Screenshot shows fresh corpse silhouette at cabin doorway.
- Next: Phase 15 (Storyteller) — the world prods the player. 25-event registry, daily 6 AM roll, per-event + per-category cooldowns (both gates locked), banner/modal UI, ghost-state recovery.
## External references ## External references
- **Forgejo repo:** https://git.rdx4.com/megaproxy/rimlike (private) - **Forgejo repo:** https://git.rdx4.com/megaproxy/rimlike (private)

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@ -27,8 +27,8 @@ func _init() -> void:
# ── WorkProvider override ───────────────────────────────────────────────────── # ── WorkProvider override ─────────────────────────────────────────────────────
## Returns a haul Job for `pawn`, or null if no valid work exists. ## Returns a haul Job for `pawn`, or null if no valid work exists.
## Picks the item closest to `pawn` (Manhattan distance) that has an open ## Picks the item (or corpse) closest to `pawn` (Manhattan distance) that has
## slot in the highest-priority destination accepting its type. ## an open slot in the highest-priority destination accepting its type.
## Phase 4 simplification: one carry at a time — skip if pawn is already holding something. ## Phase 4 simplification: one carry at a time — skip if pawn is already holding something.
func find_best_for(pawn) -> Job: func find_best_for(pawn) -> Job:
# One carry at a time — skip if the pawn is already holding an item. # One carry at a time — skip if the pawn is already holding an item.
@ -39,7 +39,9 @@ func find_best_for(pawn) -> Job:
var best_dest = null var best_dest = null
var best_drop_cell: Vector2i = Vector2i(-1, -1) var best_drop_cell: Vector2i = Vector2i(-1, -1)
var best_dist: int = 999999 var best_dist: int = 999999
var best_is_corpse: bool = false
# ── regular items ─────────────────────────────────────────────────────────
for item in World.items_needing_haul.keys(): for item in World.items_needing_haul.keys():
# Skip items another pawn is already carrying. # Skip items another pawn is already carrying.
if item.being_carried: if item.being_carried:
@ -68,21 +70,57 @@ func find_best_for(pawn) -> Job:
best_item = item best_item = item
best_dest = dest best_dest = dest
best_drop_cell = drop best_drop_cell = drop
best_is_corpse = false
# ── Phase 14: corpses ─────────────────────────────────────────────────────
# Corpses route to GraveSlot StorageDestinations exactly like items, but
# use PICKUP_CORPSE / DEPOSIT_CORPSE toils (since Corpse is not an Item).
for corpse in World.corpses:
# Skip corpses another pawn is already carrying.
if corpse.get_meta("being_carried_corpse", false):
continue
var dest = _find_best_destination_for(corpse)
if dest == null:
continue
var drop: Vector2i = dest.find_drop_position(corpse)
if drop == Vector2i(-1, -1):
continue
var d: int = abs(corpse.tile.x - pawn.tile.x) + abs(corpse.tile.y - pawn.tile.y)
if d < best_dist:
best_dist = d
best_item = corpse
best_dest = dest
best_drop_cell = drop
best_is_corpse = true
if best_item == null: if best_item == null:
return null return null
var j := Job.new() var j := Job.new()
j.label = "Haul %s x%d -> (%d,%d)" % [ if best_is_corpse:
best_item.item_type, j.label = "Haul corpse '%s' -> (%d,%d)" % [
best_item.stack_size, best_item.deceased_name,
best_drop_cell.x, best_drop_cell.x,
best_drop_cell.y, best_drop_cell.y,
] ]
j.toils.append(Toil.walk_to(best_item.tile)) j.toils.append(Toil.walk_to(best_item.tile))
j.toils.append(Toil.pickup()) j.toils.append(Toil.pickup_corpse())
j.toils.append(Toil.walk_to(best_drop_cell)) j.toils.append(Toil.walk_to(best_drop_cell))
j.toils.append(Toil.deposit()) j.toils.append(Toil.deposit_corpse())
else:
j.label = "Haul %s x%d -> (%d,%d)" % [
best_item.item_type,
best_item.stack_size,
best_drop_cell.x,
best_drop_cell.y,
]
j.toils.append(Toil.walk_to(best_item.tile))
j.toils.append(Toil.pickup())
j.toils.append(Toil.walk_to(best_drop_cell))
j.toils.append(Toil.deposit())
return j return j

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@ -111,6 +111,10 @@ func tick() -> void:
_tick_treat(t) _tick_treat(t)
Toil.KIND_CLEAN: Toil.KIND_CLEAN:
_tick_clean(t) _tick_clean(t)
Toil.KIND_PICKUP_CORPSE:
_tick_pickup_corpse(t)
Toil.KIND_DEPOSIT_CORPSE:
_tick_deposit_corpse(t)
if t.done: if t.done:
job.advance() job.advance()
@ -800,6 +804,87 @@ func _tick_clean(t) -> void:
t.done = true t.done = true
## Phase 14 — Execute one tick of a PICKUP_CORPSE toil.
##
## Scans World.corpses for a Corpse at pawn.tile that is not flagged as
## being_carried_corpse. Transfers it into pawn.carried_item and marks
## the corpse's being_carried_corpse flag so the sweep skips it.
## Completes in a single tick.
func _tick_pickup_corpse(t) -> void:
var corpse = null
for c in World.corpses:
if c.tile == pawn.tile and not c.get("being_carried_corpse"):
corpse = c
break
if corpse == null:
Audit.log(
"job_runner",
"%s pickup_corpse: no corpse at %s" % [pawn.pawn_name, pawn.tile]
)
t.done = true
return
pawn.carried_item = corpse
# Use a dynamic property so Corpse script need not be modified (Agent A owns it).
corpse.set_meta("being_carried_corpse", true)
# Also hide the corpse while being carried.
corpse.visible = false
Audit.log(
"job_runner",
"%s pickup_corpse: '%s' at %s" % [pawn.pawn_name, corpse.deceased_name, pawn.tile]
)
t.done = true
## Phase 14 — Execute one tick of a DEPOSIT_CORPSE toil.
##
## Finds the GraveSlot in World.stockpiles covering pawn.tile (must be dug).
## Calls slot.accept_corpse(corpse, world_parent) which spawns the GraveMarker,
## emits EventBus.corpse_buried, and frees both the corpse and the slot.
## Clears pawn.carried_item. Completes in a single tick.
func _tick_deposit_corpse(t) -> void:
if pawn.carried_item == null:
Audit.log(
"job_runner",
"%s deposit_corpse: nothing to bury" % pawn.pawn_name
)
t.done = true
return
var corpse = pawn.carried_item
# Resolve the GraveSlot covering pawn.tile.
var slot = null
for dest in World.stockpiles:
if dest.has_method("is_grave_slot_dug") and dest.covers_tile(pawn.tile):
slot = dest
break
if slot == null or not slot.is_grave_slot_dug():
Audit.log(
"job_runner",
"%s deposit_corpse: no dug GraveSlot at %s — dropping corpse" % [pawn.pawn_name, pawn.tile]
)
# Restore corpse visibility and clear carry flag so it can be re-hauled.
if is_instance_valid(corpse):
corpse.set_meta("being_carried_corpse", false)
corpse.visible = true
pawn.carried_item = null
t.done = true
return
# Hand off to GraveSlot — it spawns the marker, emits the signal, frees both.
var world_parent := get_tree().get_root().get_node_or_null("World")
if world_parent == null:
world_parent = pawn.get_parent()
slot.accept_corpse(corpse, world_parent)
pawn.carried_item = null
Audit.log(
"job_runner",
"%s deposit_corpse: '%s' buried at %s" % [pawn.pawn_name, corpse.deceased_name, pawn.tile]
)
t.done = true
## Resolve the patient Pawn node from the NodePath stored in `t.data["patient"]`. ## Resolve the patient Pawn node from the NodePath stored in `t.data["patient"]`.
## Returns null and logs if the node is absent or no longer valid. ## Returns null and logs if the node is absent or no longer valid.
## Shared by _tick_rescue and _tick_treat. ## Shared by _tick_rescue and _tick_treat.

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@ -19,6 +19,12 @@ var id: StringName = &""
## Item type consumed by this recipe (single-ingredient for Phase 6). ## Item type consumed by this recipe (single-ingredient for Phase 6).
var ingredient_type: StringName = &"" var ingredient_type: StringName = &""
## Phase 14 — optional secondary ingredient. Empty string = no secondary.
## CraftingProvider Phase 14 follow-up: enforce pickup of ingredient2 before
## assigning a pawn to this bill (currently stub — only ingredient_type enforced).
var ingredient2_type: StringName = &""
var ingredient2_count: int = 0
## Item type produced by this recipe. ## Item type produced by this recipe.
var output_type: StringName = &"" var output_type: StringName = &""
@ -44,6 +50,8 @@ func to_dict() -> Dictionary:
return { return {
"id": String(id), "id": String(id),
"ingredient_type": String(ingredient_type), "ingredient_type": String(ingredient_type),
"ingredient2_type": String(ingredient2_type),
"ingredient2_count": ingredient2_count,
"output_type": String(output_type), "output_type": String(output_type),
"work_ticks": work_ticks, "work_ticks": work_ticks,
"required_skill": String(required_skill), "required_skill": String(required_skill),
@ -56,6 +64,8 @@ static func from_dict(d: Dictionary) -> Recipe:
var r := Recipe.new() var r := Recipe.new()
r.id = StringName(d.get("id", "")) r.id = StringName(d.get("id", ""))
r.ingredient_type = StringName(d.get("ingredient_type", "")) r.ingredient_type = StringName(d.get("ingredient_type", ""))
r.ingredient2_type = StringName(d.get("ingredient2_type", ""))
r.ingredient2_count = int(d.get("ingredient2_count", 0))
r.output_type = StringName(d.get("output_type", "")) r.output_type = StringName(d.get("output_type", ""))
r.work_ticks = int(d.get("work_ticks", 100)) r.work_ticks = int(d.get("work_ticks", 100))
r.required_skill = StringName(d.get("required_skill", str(SKILL_CRAFTING))) r.required_skill = StringName(d.get("required_skill", str(SKILL_CRAFTING)))

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@ -82,3 +82,30 @@ static func meal_from_vegetables() -> Recipe:
r.required_skill = Recipe.SKILL_COOKING r.required_skill = Recipe.SKILL_COOKING
r.skill_threshold = 0 r.skill_threshold = 0
return r return r
# ── Phase 14 — Death + cremation ─────────────────────────────────────────────
static func cremate_corpse() -> Recipe:
## Cremation recipe. Primary ingredient: 1 corpse (TYPE_CORPSE).
## Secondary ingredient: 5 wood (ingredient2_type / ingredient2_count) — see
## recipe.gd for the Phase 14 extension fields.
## Output: 1 ash item (TYPE_ASH). Work time: 60 ticks (~3 sim seconds at 1×).
## No Quality roll — cremation is binary. accepted_skill = manual_labor;
## any laborer can operate the pyre.
##
## Stub gap: CraftingProvider's ingredient-pickup step only handles the
## primary ingredient (ingredient_type = TYPE_CORPSE). The 5-wood secondary
## requirement is recorded in ingredient2_type/ingredient2_count but is NOT
## enforced at runtime until CraftingProvider is extended (Phase 14 follow-up).
var r := Recipe.new()
r.id = &"cremate_corpse"
r.label = "Cremate corpse"
r.ingredient_type = Item.TYPE_CORPSE
r.ingredient2_type = Item.TYPE_WOOD
r.ingredient2_count = 5
r.output_type = Item.TYPE_ASH
r.work_ticks = 60 # ~3 sim seconds at 1×
r.required_skill = &"manual_labor"
r.skill_threshold = 0
return r

View file

@ -234,3 +234,62 @@ static func ate_meal() -> Thought:
t.ticks_remaining = 800 t.ticks_remaining = 800
t.max_stacks = 3 t.max_stacks = 3
return t return t
# ── Phase 14 — Death + corpses + burial ──────────────────────────────────────
## Mood penalty when the pawn sees a corpse within 5 Manhattan tiles.
## Stacks up to 3 — multiple visible corpses compound.
## modifier=-3, max_stacks=3, EVENT, 1200 ticks (~10 in-game min at 1×).
static func saw_corpse() -> Thought:
var t := Thought.new()
t.id = &"saw_corpse"
t.label = "Saw a corpse"
t.modifier = -3
t.lifetime = Thought.Lifetime.EVENT
t.ticks_remaining = 1200
t.max_stacks = 3
return t
## Small positive mood when the pawn helped bury a friend.
## Closure — finite but meaningful.
## modifier=+2, max_stacks=1, EVENT, 2400 ticks (~20 in-game min at 1×).
static func buried_friend() -> Thought:
var t := Thought.new()
t.id = &"buried_friend"
t.label = "Buried a friend"
t.modifier = 2
t.lifetime = Thought.Lifetime.EVENT
t.ticks_remaining = 2400
t.max_stacks = 1
return t
## Small positive mood when the pawn helped cremate a friend.
## Closure — finite but meaningful.
## modifier=+2, max_stacks=1, EVENT, 2400 ticks (~20 in-game min at 1×).
static func cremated_friend() -> Thought:
var t := Thought.new()
t.id = &"cremated_friend"
t.label = "Cremated a friend"
t.modifier = 2
t.lifetime = Thought.Lifetime.EVENT
t.ticks_remaining = 2400
t.max_stacks = 1
return t
## Strong negative mood while a rotting corpse is present in the colony.
## PERSISTENT: synced from World.corpses each tick by Pawn._process_thoughts.
## Stacks up to 3 (severity scales with the number of rotting corpses, capped
## at 3). Mood compute uses min(stacks, max_stacks) so the cap is enforced.
## modifier=-4, max_stacks=3, PERSISTENT.
static func rotting_body_in_colony() -> Thought:
var t := Thought.new()
t.id = &"rotting_body_in_colony"
t.label = "Rotting body in colony"
t.modifier = -4
t.lifetime = Thought.Lifetime.PERSISTENT
t.max_stacks = 3
return t

View file

@ -23,6 +23,8 @@ const KIND_SLEEP: StringName = &"sleep" # Sleep in a Bed (or on the floo
const KIND_RESCUE: StringName = &"rescue" # Marker: doctor has visited the downed pawn; single-tick no-op const KIND_RESCUE: StringName = &"rescue" # Marker: doctor has visited the downed pawn; single-tick no-op
const KIND_TREAT: StringName = &"treat" # Multi-tick: apply medicine until patient HP ≥ revive threshold + no bleeding const KIND_TREAT: StringName = &"treat" # Multi-tick: apply medicine until patient HP ≥ revive threshold + no bleeding
const KIND_CLEAN: StringName = &"clean" # Multi-tick: reduce dirt on a tile until clean (Phase 13 Cleaning category) const KIND_CLEAN: StringName = &"clean" # Multi-tick: reduce dirt on a tile until clean (Phase 13 Cleaning category)
const KIND_PICKUP_CORPSE: StringName = &"pickup_corpse" # Phase 14: pick up a Corpse entity at pawn.tile into pawn.carried_item
const KIND_DEPOSIT_CORPSE: StringName = &"deposit_corpse" # Phase 14: deliver pawn.carried_item (Corpse) into a GraveSlot at pawn.tile
var kind: StringName = KIND_IDLE var kind: StringName = KIND_IDLE
## Toil-specific params — all values must be int, float, bool, String, Dict, or Array. ## Toil-specific params — all values must be int, float, bool, String, Dict, or Array.
@ -203,6 +205,26 @@ static func clean_at(tile: Vector2i) -> Toil:
return t return t
## Phase 14 — pick up a Corpse entity lying at pawn.tile into pawn.carried_item.
## Single-tick. Scans World.corpses for a corpse at pawn.tile that is not already
## being carried (checks corpse.get("being_carried_corpse", false)).
static func pickup_corpse() -> Toil:
var t := Toil.new()
t.kind = KIND_PICKUP_CORPSE
t.data = {}
return t
## Phase 14 — deliver pawn.carried_item (a Corpse) into the GraveSlot at pawn.tile.
## Single-tick. Resolves the GraveSlot from World.stockpiles covering pawn.tile,
## calls slot.accept_corpse(corpse, world_parent) to finalise burial.
static func deposit_corpse() -> Toil:
var t := Toil.new()
t.kind = KIND_DEPOSIT_CORPSE
t.data = {}
return t
## Timed crafting action at a Workbench. ## Timed crafting action at a Workbench.
## `workbench_path` is the NodePath of the Workbench entity (stored as String for JSON safety). ## `workbench_path` is the NodePath of the Workbench entity (stored as String for JSON safety).
## `bill_index` is the index into workbench.bills that this toil should run. ## `bill_index` is the index into workbench.bills that this toil should run.

125
scenes/entities/corpse.gd Normal file
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@ -0,0 +1,125 @@
class_name Corpse extends Node2D
## Phase 14 — pawn corpse. Spawns when a Pawn dies, carries the deceased
## pawn's identity for the burial / cremation / grave-marker pipeline.
##
## DECAY MODEL (design.md "Death & corpses"):
## decay 0..50 — fresh (no dirt contribution beyond the existing tile)
## decay 50..100 — rotting (DirtinessSystem.bump per tick, "rotting body in colony" thought severity ramps)
## decay 100 — rotted: corpse is destroyed, EventBus.corpse_rotted_away fires
##
## Hauling: corpses haul-route through StorageDestinations exactly like Items,
## but accept-filter is gated by Item.TYPE_CORPSE on the destination side.
## GraveyardZone (Agent B) is the destination class that opts in.
##
## When a corpse reaches a GraveSlot (Agent B), the slot consumes it and spawns
## a GraveMarker carrying the deceased identity. EventBus.corpse_buried fires.
##
## When a corpse is fed to a CremationPyre (Agent C), it's consumed and an
## ash item drops + "cremated friend" mood thought fires.
##
## Save round-trip carries: tile, deceased_name, deceased_portrait_color,
## decay, death_tick, death_cause.
const DECAY_PER_TICK: float = 0.05 ## ~33 in-game min from fresh→rotted at 1×
const DECAY_FRESH_MAX: float = 50.0
const DECAY_ROTTED: float = 100.0
## Tile position (mirrors Pawn/Item convention).
@export var tile: Vector2i = Vector2i.ZERO
## Deceased identity — carried to the GraveMarker on burial.
@export var deceased_name: String = ""
@export var deceased_portrait_color: Color = Color.WHITE
## Decay 0..100. Drives visual + dirty contribution + mood-thought severity.
@export var decay: float = 0.0
## Sim tick at death; useful for "how long ago" alerts.
@export var death_tick: int = 0
## Brief categorization, used by mood thoughts ("died of bleeding", "killed by wolf").
@export var death_cause: StringName = &""
func _ready() -> void:
World.register_corpse(self)
EventBus.sim_tick.connect(_on_sim_tick)
z_index = 4 # above floors, below pawns
func _exit_tree() -> void:
World.unregister_corpse(self)
## Public setup helper called by the death pipeline. Mirrors Wall.setup() shape.
func setup(p_tile: Vector2i, p_name: String, p_color: Color, p_cause: StringName) -> void:
tile = p_tile
global_position = Vector2(tile.x * 16 + 8, tile.y * 16 + 8)
deceased_name = p_name
deceased_portrait_color = p_color
death_cause = p_cause
death_tick = Sim.tick
queue_redraw()
## True for HaulingProvider — corpses haul like items.
## The matching filter on the StorageDestination side is `Item.TYPE_CORPSE`.
func get_item_type() -> StringName:
return &"corpse"
## True when decay is past the rotting threshold; mood thought severity ramps from here.
func is_rotting() -> bool:
return decay >= DECAY_FRESH_MAX
func _on_sim_tick(_n: int) -> void:
decay += DECAY_PER_TICK
if is_rotting():
# Bump dirtiness at this tile (Phase 13 hook). +5/h at decay=100 per design.md.
if World.dirtiness_system != null:
World.dirtiness_system.bump(tile, 0.04) # ~+8/in-game-min
if decay >= DECAY_ROTTED:
Audit.log("corpse", "%s rotted away at %s" % [deceased_name, tile])
EventBus.corpse_rotted_away.emit(self)
queue_free()
# ── visual: simple procedural sprite ─────────────────────────────────────────
func _draw() -> void:
# Body color desaturates as decay progresses; turns olive-green when rotting.
var t := clampf(decay / DECAY_ROTTED, 0.0, 1.0)
var fresh := Color(0.70, 0.60, 0.55)
var rotten := Color(0.45, 0.50, 0.30)
var body_color := fresh.lerp(rotten, t)
# Lay-down silhouette: 14×6 rect centered.
draw_rect(Rect2(-7, -3, 14, 6), body_color)
# Head dot
draw_circle(Vector2(-9, 0), 3, deceased_portrait_color.lerp(body_color, 0.3))
# ── save / load ──────────────────────────────────────────────────────────────
func to_dict() -> Dictionary:
return {
"tile_x": tile.x,
"tile_y": tile.y,
"name": deceased_name,
"color_r": deceased_portrait_color.r,
"color_g": deceased_portrait_color.g,
"color_b": deceased_portrait_color.b,
"decay": decay,
"death_tick": death_tick,
"cause": String(death_cause),
}
func from_dict(d: Dictionary) -> void:
tile = Vector2i(int(d.get("tile_x", 0)), int(d.get("tile_y", 0)))
global_position = Vector2(tile.x * 16 + 8, tile.y * 16 + 8)
deceased_name = d.get("name", "")
deceased_portrait_color = Color(d.get("color_r", 1.0), d.get("color_g", 1.0), d.get("color_b", 1.0))
decay = d.get("decay", 0.0)
death_tick = int(d.get("death_tick", 0))
death_cause = StringName(d.get("cause", ""))
queue_redraw()

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@ -0,0 +1 @@
uid://2dj83v6n61fq

View file

@ -0,0 +1,8 @@
[gd_scene load_steps=2 format=3 uid="uid://corpse_entity"]
[ext_resource type="Script" path="res://scenes/entities/corpse.gd" id="1_corpse"]
[node name="Corpse" type="Node2D"]
y_sort_enabled = true
z_index = 4
script = ExtResource("1_corpse")

View file

@ -0,0 +1,154 @@
class_name CremationPyre extends Workbench
## Phase 14 — Cremation pyre furniture.
##
## Subclasses Workbench to reuse the build + bill machinery. The pyre uses a
## special `cremate_corpse` recipe that consumes a Corpse entity (hauled as
## Item.TYPE_CORPSE by the crafting toil's pickup-ingredient step) and 5 wood,
## producing 1 ash item dropped adjacent on completion.
##
## Variant appearance: label_text = "Pyre" triggers the _draw_pyre() branch
## (overrides _draw() in Workbench). accepted_skill = "manual_labor" (any
## laborer can cremate; no Crafting threshold needed).
##
## EventBus.corpse_cremated(corpse, pyre) is emitted on craft completion.
## The Corpse node is queue_free'd after the signal fires.
##
## Stub gap (documented):
## The existing single-ingredient Recipe supports one ingredient_type.
## cremate_corpse needs 1 corpse + 5 wood. This is expressed via
## ingredient2_type / ingredient2_count extended fields on Recipe
## (added in Phase 14 — see recipe.gd). CraftingProvider's ingredient
## pickup step must be updated to check ingredient2 before assigning a
## pawn; until that update lands, the pyre will work as a single-ingredient
## recipe (corpse-only) and the 5-wood secondary requirement is NOT enforced
## at runtime. This is the documented Phase 14 Agent C stub gap.
##
## World registration: shares Workbench.register_workbench /
## unregister_workbench (called by the parent's _ready / _exit_tree).
## Override label so Workbench._complete() logs "Pyre built at …"
## and _draw() dispatches to _draw_pyre().
func _init() -> void:
label_text = "Pyre"
accepted_skill = &"manual_labor"
func _ready() -> void:
label_text = "Pyre"
accepted_skill = &"manual_labor"
super._ready()
# Auto-populate a default FOREVER bill for the cremate_corpse recipe so
# the pyre is immediately usable once built.
var b := Bill.new()
b.recipe = RecipeCatalog.cremate_corpse()
b.mode = Bill.Mode.FOREVER
bills.append(b)
Audit.log("pyre", "CremationPyre ready at %s — bill added" % tile)
# ── craft-cycle hook override ─────────────────────────────────────────────────
## Called by JobRunner._tick_craft when a cremate_corpse craft completes.
## Drops an ash item adjacent to the pyre, emits corpse_cremated, and frees
## the Corpse entity that was consumed as an ingredient.
##
## The `pawn` argument is the pawn who completed the craft; used only for
## the "cremated_friend" thought signal path in EventBus listeners.
##
## NOTE: The standard Workbench.on_craft_complete() is called by JobRunner
## before this override runs (it clears current_bill / current_work_progress).
## We override at the pyre level to inject the ash-drop + signal + corpse-free
## after the base logic. JobRunner calls on_craft_complete() directly, so we
## shadow it here.
func on_craft_complete() -> void:
# Base Workbench cleanup (clears current_bill, resets work progress).
super.on_craft_complete()
# Find and consume the corpse that was hauled as ingredient.
var consumed_corpse = _find_consumed_corpse()
# Drop 1 ash item on an adjacent walkable tile (same pattern as
# Tree.fell() / Workbench output drops elsewhere in Phase 6).
var drop_tile := _pick_adjacent_drop_tile()
if drop_tile != Vector2i(-1, -1):
var ash := load("res://scenes/entities/item.tscn").instantiate()
get_parent().add_child(ash)
ash.setup(Item.TYPE_ASH, 1, drop_tile)
Audit.log("pyre", "Pyre at %s: cremation complete — ash dropped at %s" % [tile, drop_tile])
else:
Audit.log("pyre", "Pyre at %s: cremation complete — no adjacent tile for ash drop" % tile)
# Emit and clean up corpse.
if consumed_corpse != null:
Audit.log("pyre", "Pyre at %s: cremated '%s'" % [tile, consumed_corpse.deceased_name])
EventBus.corpse_cremated.emit(consumed_corpse, self)
consumed_corpse.queue_free()
else:
# Defensive: corpse may have already been freed by decay or another
# system during the crafting window.
Audit.log("pyre", "Pyre at %s: cremation complete but no corpse found (already freed?)" % tile)
# ── render ─────────────────────────────────────────────────────────────────────
## Override Workbench._draw() to dispatch to _draw_pyre() for the "Pyre" label.
func _draw() -> void:
var alpha: float = 1.0 if is_completed() else 0.4
_draw_pyre(alpha)
func _draw_pyre(alpha: float) -> void:
# Simple log-pile silhouette: dark-brown stone base with orange ember
# and ash-grey smoke wisps, suggesting an outdoor funeral pyre.
var base_top := Color(0.30, 0.22, 0.12, alpha) # charred wood / dirt
var base_front := Color(0.22, 0.15, 0.08, alpha)
var ember := Color(0.95, 0.45, 0.10, alpha)
var ash_grey := Color(0.70, 0.68, 0.65, alpha * 0.7)
var outline := Color(0.12, 0.08, 0.04, 0.7 * alpha)
# Top face — dark charred surface.
draw_rect(Rect2(Vector2(-8.0, -16.0), Vector2(16.0, 5.0)), base_top)
# Front face — very dark wood body.
draw_rect(Rect2(Vector2(-8.0, -11.0), Vector2(16.0, 11.0)), base_front)
# Ember glow — wide orange strip across the front, suggesting hot coals.
draw_rect(Rect2(Vector2(-5.0, -4.0), Vector2(10.0, 3.0)), ember)
# Smoke wisps — three thin vertical rects rising above the top face.
draw_rect(Rect2(Vector2(-3.0, -18.0), Vector2(1.0, 3.0)), ash_grey)
draw_rect(Rect2(Vector2(0.5, -19.0), Vector2(1.0, 4.0)), ash_grey)
draw_rect(Rect2(Vector2(3.0, -17.0), Vector2(1.0, 2.0)), ash_grey)
# Horizon line.
draw_line(Vector2(-8.0, -11.0), Vector2(8.0, -11.0), base_top, 1.0)
# Tile outline.
draw_rect(Rect2(Vector2(-8.0, -16.0), Vector2(16.0, 16.0)), outline, false, 1.0)
# ── helpers ───────────────────────────────────────────────────────────────────
## Scan World.corpses for the nearest corpse within 2 tiles (the crafting toil
## would have moved it to the pyre tile or an adjacent tile). Returns null if
## none found.
func _find_consumed_corpse():
var best = null
var best_d: int = 3 # max search radius
for c in World.corpses:
var d: int = abs(c.tile.x - tile.x) + abs(c.tile.y - tile.y)
if d < best_d:
best_d = d
best = c
return best
## Return a walkable adjacent tile for the ash drop. Prefers the 4 cardinal
## neighbours in a fixed priority order; falls back to the pyre's own tile if
## all neighbours are blocked.
func _pick_adjacent_drop_tile() -> Vector2i:
var candidates: Array[Vector2i] = [
tile + Vector2i(1, 0),
tile + Vector2i(-1, 0),
tile + Vector2i(0, 1),
tile + Vector2i(0, -1),
]
for c in candidates:
if World.pathfinder != null and World.pathfinder.is_walkable(c):
return c
return tile # fallback: drop on the pyre tile itself

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@ -0,0 +1 @@
uid://bpa8pfo8b1057

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@ -0,0 +1,104 @@
class_name GraveMarker extends Node2D
## Phase 14 — permanent grave marker entity. Spawned by GraveSlot.accept_corpse()
## when a corpse is buried. Carries the deceased's identity for the tap-to-inspect
## UI (Phase 17).
##
## Visual: procedural 16×16 stone cross / gravestone (dark grey palette).
##
## Registered with World.register_grave_marker on _ready; unregistered on
## _exit_tree (should never happen in normal play — markers persist for the save).
##
## Save round-trip: to_dict() / from_dict() for Phase 16. The world scene's
## save handler iterates World.grave_markers.
##
## See docs/implementation.md Phase 14 "GraveMarker".
const TILE_SIZE_PX: int = 16
## Tile position — set once at spawn, never changed.
@export var tile: Vector2i = Vector2i.ZERO
## Deceased identity — mirrored from the Corpse at burial time.
@export var deceased_name: String = ""
@export var deceased_portrait_color: Color = Color(0.70, 0.60, 0.55)
## Cause of death, carried from Corpse.death_cause.
@export var death_cause: StringName = &""
## Sim tick at death (from Corpse.death_tick — NOT the burial tick).
@export var death_tick: int = 0
func _ready() -> void:
World.register_grave_marker(self)
z_index = 2 # above floors, below pawns
func _exit_tree() -> void:
World.unregister_grave_marker(self)
## One-shot initialiser. Call after add_child() — _ready() fires first.
func setup(p_tile: Vector2i, p_name: String, p_color: Color, p_cause: StringName, p_death_tick: int) -> void:
tile = p_tile
global_position = Vector2(tile.x * TILE_SIZE_PX + TILE_SIZE_PX / 2.0,
tile.y * TILE_SIZE_PX + TILE_SIZE_PX)
deceased_name = p_name
deceased_portrait_color = p_color
death_cause = p_cause
death_tick = p_death_tick
queue_redraw()
Audit.log("grave_marker", "placed at %s for '%s' (cause=%s)" % [tile, deceased_name, death_cause])
# ── visual: procedural gravestone + cross ─────────────────────────────────────
func _draw() -> void:
# Stone base: dark grey rectangular slab, bottom-anchored like walls.
# Local origin is at tile bottom-centre (matching Wall._draw convention).
var stone_base := Color(0.45, 0.44, 0.42)
var stone_dark := Color(0.30, 0.29, 0.27)
var stone_light := Color(0.62, 0.60, 0.58)
var cross_col := Color(0.25, 0.24, 0.22)
# Main slab — 10 px wide × 12 px tall, bottom-anchored in the 16×16 cell.
draw_rect(Rect2(-5.0, -13.0, 10.0, 13.0), stone_base)
# Rounded top hint — just a lighter top strip.
draw_rect(Rect2(-5.0, -13.0, 10.0, 3.0), stone_light)
# Left shadow edge.
draw_line(Vector2(-5.0, -13.0), Vector2(-5.0, 0.0), stone_dark, 1.0)
# Cross etched on the slab face: vertical + horizontal bar.
draw_line(Vector2(0.0, -11.0), Vector2(0.0, -3.0), cross_col, 1.5)
draw_line(Vector2(-3.0, -9.0), Vector2(3.0, -9.0), cross_col, 1.5)
# Outline.
draw_rect(Rect2(-5.0, -13.0, 10.0, 13.0), stone_dark, false, 1.0)
# ── save / load ──────────────────────────────────────────────────────────────
func to_dict() -> Dictionary:
return {
"tile_x": tile.x,
"tile_y": tile.y,
"name": deceased_name,
"color_r": deceased_portrait_color.r,
"color_g": deceased_portrait_color.g,
"color_b": deceased_portrait_color.b,
"cause": String(death_cause),
"death_tick": death_tick,
}
func from_dict(d: Dictionary) -> void:
tile = Vector2i(int(d.get("tile_x", 0)), int(d.get("tile_y", 0)))
global_position = Vector2(tile.x * TILE_SIZE_PX + TILE_SIZE_PX / 2.0,
tile.y * TILE_SIZE_PX + TILE_SIZE_PX)
deceased_name = d.get("name", "")
deceased_portrait_color = Color(
d.get("color_r", 0.70),
d.get("color_g", 0.60),
d.get("color_b", 0.55)
)
death_cause = StringName(d.get("cause", ""))
death_tick = int(d.get("death_tick", 0))
queue_redraw()

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@ -0,0 +1 @@
uid://c8oc06wuoo31w

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@ -0,0 +1,204 @@
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)

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@ -0,0 +1 @@
uid://5g5j6rjof8rf

View file

@ -43,6 +43,9 @@ const TYPE_STONE_BLOCK: StringName = &"stone_block"
const TYPE_FLOUR: StringName = &"flour" const TYPE_FLOUR: StringName = &"flour"
const TYPE_BREAD: StringName = &"bread" const TYPE_BREAD: StringName = &"bread"
# Phase 14 — cremation output. One ash item drops per cremated corpse.
const TYPE_ASH: StringName = &"ash"
const ALL_TYPES: Array[StringName] = [ const ALL_TYPES: Array[StringName] = [
TYPE_WOOD, TYPE_STONE, TYPE_IRON_ORE, TYPE_COPPER_ORE, TYPE_WOOD, TYPE_STONE, TYPE_IRON_ORE, TYPE_COPPER_ORE,
TYPE_SILVER, TYPE_GOLD, TYPE_CLOTH, TYPE_VEGETABLE, TYPE_SILVER, TYPE_GOLD, TYPE_CLOTH, TYPE_VEGETABLE,
@ -50,6 +53,7 @@ const ALL_TYPES: Array[StringName] = [
TYPE_TOOL, TYPE_WEAPON, TYPE_ARMOR, TYPE_CORPSE, TYPE_TOOL, TYPE_WEAPON, TYPE_ARMOR, TYPE_CORPSE,
TYPE_PLANK, TYPE_STONE_BLOCK, TYPE_PLANK, TYPE_STONE_BLOCK,
TYPE_FLOUR, TYPE_BREAD, TYPE_FLOUR, TYPE_BREAD,
TYPE_ASH,
] ]
# ── quality system (docs/architecture.md "Quality system") ─────────────────── # ── quality system (docs/architecture.md "Quality system") ───────────────────

View file

@ -23,6 +23,9 @@ extends Node2D
class_name Pawn class_name Pawn
## Phase 14 — corpse scene instantiated on death.
const CORPSE_SCENE: PackedScene = preload("res://scenes/entities/corpse.tscn")
const STEP_TICKS: int = 10 const STEP_TICKS: int = 10
const TILE_SIZE_PX: int = 16 # Mirrors World.TILE_SIZE_PX; standalone so Pawn needs no World reference. const TILE_SIZE_PX: int = 16 # Mirrors World.TILE_SIZE_PX; standalone so Pawn needs no World reference.
@ -123,6 +126,22 @@ var sulking: bool = false
# Phase 9 — HP (design.md "Single HP per pawn", default 100). # Phase 9 — HP (design.md "Single HP per pawn", default 100).
var hp: float = HP_MAX var hp: float = HP_MAX
# Phase 14 — body colour derived once from the pawn's name hash (same formula
# as _draw() used to compute inline). Stored so the Corpse entity can carry it
# for its head-dot visual without access to the living pawn.
var portrait_color: Color = Color.WHITE
# Phase 14 — last named damage source passed to take_damage(); used by
# _check_death() to label the corpse cause when bleeding is not active.
var _last_damage_source: StringName = &""
# Phase 14 — bleed-out timeout counter. Increments each sim tick while the
# pawn has a Bleeding status AND is still alive (HP > 0). Resets when the
# Bleeding status is cleared. If this reaches StatusCatalog.BLEED_OUT_TICKS
# (432000 ticks ≈ 6 in-game hours) and no doctor has treated the pawn, a
# lethal take_damage() call forces _check_death().
var _bleed_ticks: int = 0
# Phase 9 — active status effects. Do not mutate directly — use add_status() / # Phase 9 — active status effects. Do not mutate directly — use add_status() /
# remove_status_by_id() which emit EventBus signals and enforce stack-merge logic. # remove_status_by_id() which emit EventBus signals and enforce stack-merge logic.
var statuses: Array = [] # Array[Status] var statuses: Array = [] # Array[Status]
@ -158,6 +177,13 @@ func _ready() -> void:
for skill in ALL_SKILLS: for skill in ALL_SKILLS:
if not skills.has(skill): if not skills.has(skill):
skills[skill] = 0 skills[skill] = 0
# Phase 14 — connect to burial / cremation signals for closure thoughts.
# Defensive: signals are declared in EventBus Phase 14 block; guard for
# environments where a pre-Phase-14 shim might be in use.
if EventBus.has_signal("corpse_buried"):
EventBus.corpse_buried.connect(_on_corpse_buried)
if EventBus.has_signal("corpse_cremated"):
EventBus.corpse_cremated.connect(_on_corpse_cremated)
func setup(p_name: String, start_tile: Vector2i) -> void: func setup(p_name: String, start_tile: Vector2i) -> void:
@ -166,6 +192,10 @@ func setup(p_name: String, start_tile: Vector2i) -> void:
position = _tile_to_world(tile) position = _tile_to_world(tile)
_name_label.text = pawn_name _name_label.text = pawn_name
_state_label.text = Strings.t(&"pawn.state.idle") _state_label.text = Strings.t(&"pawn.state.idle")
# Phase 14 — compute portrait_color once so Corpse can carry it.
# Same formula as _draw() body disc: deterministic hue from name hash.
var hue := float(pawn_name.hash() % 360) / 360.0
portrait_color = Color.from_hsv(hue, 0.7, 0.85)
Audit.log("pawn", "%s spawned at %s" % [pawn_name, start_tile]) Audit.log("pawn", "%s spawned at %s" % [pawn_name, start_tile])
@ -245,12 +275,17 @@ func set_sleep(value: float) -> void:
## Reduce HP by amount, clamped to [0, HP_MAX]. Emits pawn_took_damage. ## Reduce HP by amount, clamped to [0, HP_MAX]. Emits pawn_took_damage.
## Pass a non-empty source string for Audit context (e.g. "bleeding", "wolf bite"). ## Pass a non-empty source string for Audit context (e.g. "bleeding", "wolf bite").
## Does NOT log per-tick bleed ticks — only logs on direct named calls. ## Does NOT log per-tick bleed ticks — only logs on direct named calls.
func take_damage(amount: float, source: String = "") -> void: ## Phase 14: tracks _last_damage_source for corpse cause labelling; calls
## _check_death() after _check_downed() so death is detected on the same tick.
func take_damage(amount: float, source: StringName = &"") -> void:
hp = maxf(0.0, hp - amount) hp = maxf(0.0, hp - amount)
if source != &"":
_last_damage_source = source
EventBus.pawn_took_damage.emit(self, amount) EventBus.pawn_took_damage.emit(self, amount)
if source != "": if source != &"":
Audit.log("pawn", "%s took %.1f damage from '%s' (hp=%.1f)" % [pawn_name, amount, source, hp]) Audit.log("pawn", "%s took %.1f damage from '%s' (hp=%.1f)" % [pawn_name, amount, source, hp])
_check_downed() _check_downed()
_check_death()
## Restore HP by amount, clamped to [0, HP_MAX]. Checks revive condition. ## Restore HP by amount, clamped to [0, HP_MAX]. Checks revive condition.
@ -317,6 +352,60 @@ func _check_revive() -> void:
Audit.log("pawn", "%s revived from Downed (hp=%.1f)" % [pawn_name, hp]) Audit.log("pawn", "%s revived from Downed (hp=%.1f)" % [pawn_name, hp])
# ── death (Phase 14) ─────────────────────────────────────────────────────────
## True when the pawn's HP has reached zero.
func is_dead() -> bool:
return hp <= 0.0
## Internal: detect death and run the corpse-spawn pipeline.
## Called by take_damage() after _check_downed(), and by _process_statuses()
## after the bleed-out timeout fires.
##
## Re-entrant guard: returns immediately if hp > 0 or node is already freed.
##
## Pipeline (in order):
## 1. Determine cause (bleeding > _last_damage_source > "unknown").
## 2. Audit.log the death event.
## 3. Emit EventBus.pawn_died BEFORE removal so listeners see a valid pawn.
## 4. Spawn Corpse at death tile; call setup() then add_child() on parent.
## 5. Emit EventBus.corpse_spawned so hauling + UI systems react.
## 6. Unregister from World.pawns; queue_free() this node.
func _check_death() -> void:
if not is_dead():
return
# Guard against re-entrant calls (bleed tick and take_damage on the same tick).
if is_queued_for_deletion():
return
# Determine cause of death.
var cause: StringName
if has_status(&"bleeding"):
cause = &"bleeding"
elif _last_damage_source != &"":
cause = _last_damage_source
else:
cause = &"unknown"
Audit.log("pawn", "%s DIED (cause=%s, tile=%s)" % [pawn_name, cause, tile])
# Notify listeners before the pawn is removed (e.g. future "saw colonist die" mood thought).
EventBus.pawn_died.emit(self, cause)
# Spawn corpse at the death tile. get_parent() is the World scene root,
# same as the WolfSpawner pattern — no get_node("/root/...") smell.
var corpse: Corpse = CORPSE_SCENE.instantiate()
corpse.setup(tile, pawn_name, portrait_color, cause)
get_parent().add_child(corpse)
Audit.log("pawn", "corpse spawned for %s at %s" % [pawn_name, tile])
EventBus.corpse_spawned.emit(corpse)
# Remove from World registry before freeing; _exit_tree on Corpse handles corpse registration.
World.unregister_pawn(self)
queue_free()
## Returns the pawn's current level (010) for the given skill. ## Returns the pawn's current level (010) for the given skill.
## Returns 0 for unknown skills so callers need no nil-guard. ## Returns 0 for unknown skills so callers need no nil-guard.
func get_skill(skill: StringName) -> int: func get_skill(skill: StringName) -> int:
@ -409,6 +498,8 @@ func _process_thoughts() -> void:
# Phase 13 — room beauty and dirtiness thoughts. # Phase 13 — room beauty and dirtiness thoughts.
# Defensive: World.room_at_tile returns null if rooms are empty (Agent A may land later). # Defensive: World.room_at_tile returns null if rooms are empty (Agent A may land later).
_sync_room_thoughts() _sync_room_thoughts()
# Phase 14 — corpse proximity and colony-wide rotting thoughts.
_sync_corpse_thoughts()
# 3. Recompute if EVENT thoughts expired (persistent syncs call _recompute_mood internally). # 3. Recompute if EVENT thoughts expired (persistent syncs call _recompute_mood internally).
if dirty: if dirty:
_recompute_mood() _recompute_mood()
@ -472,6 +563,73 @@ func _sync_room_thoughts() -> void:
_sync_persistent_thought(&"clean_room", is_clean, ThoughtCatalog.clean_room()) _sync_persistent_thought(&"clean_room", is_clean, ThoughtCatalog.clean_room())
## Phase 14 — sync corpse-related thoughts each sim tick.
##
## saw_corpse (EVENT): fires when any corpse is within 5 Manhattan tiles and
## the pawn doesn't already have this thought (natural EVENT decay handles
## the refresh window; do not re-add while it is still ticking).
##
## rotting_body_in_colony (PERSISTENT): synced from World.corpses. After
## sync, the existing thought's stacks are updated to match the rotting
## count (capped at max_stacks=3) so severity scales with corpse count.
func _sync_corpse_thoughts() -> void:
# saw_corpse — scan for any corpse within 5 Manhattan tiles.
if not has_thought(&"saw_corpse"):
for c in World.corpses:
var d: int = abs(c.tile.x - tile.x) + abs(c.tile.y - tile.y)
if d <= 5:
add_thought(ThoughtCatalog.saw_corpse())
Audit.log("pawn", "%s: saw_corpse thought added (corpse '%s' at dist %d)" % [pawn_name, c.deceased_name, d])
break # One add per tick — stacks via add_thought merge on next sighting
# rotting_body_in_colony — PERSISTENT, severity scales with rotting count.
var rotting_count: int = _count_rotting_corpses()
_sync_persistent_thought(&"rotting_body_in_colony", rotting_count > 0, ThoughtCatalog.rotting_body_in_colony())
if rotting_count > 0 and has_thought(&"rotting_body_in_colony"):
for t in thoughts:
if t.id == &"rotting_body_in_colony":
t.stacks = mini(rotting_count, t.max_stacks)
break
## Returns the count of corpses in World.corpses that are currently rotting.
func _count_rotting_corpses() -> int:
var count: int = 0
for c in World.corpses:
if c.is_rotting():
count += 1
return count
## Phase 14 — fires when EventBus.corpse_buried is emitted (Agent B).
## Gives the buried_friend thought if this pawn was nearby (8 tiles).
## Defensive: marker may be null or lack expected fields if Agent B's
## GraveMarker shape differs; access only via null-safe .get() checks.
func _on_corpse_buried(corpse, marker) -> void:
if corpse == null:
return
# Prefer the marker's tile for the burial site; fall back to corpse tile.
var burial_tile: Vector2i = corpse.tile
if marker != null and marker.get("tile") != null:
burial_tile = marker.tile
var dist: int = abs(burial_tile.x - tile.x) + abs(burial_tile.y - tile.y)
if dist <= 8:
add_thought(ThoughtCatalog.buried_friend())
Audit.log("pawn", "%s: buried_friend thought added (burial at %s, dist=%d)" % [pawn_name, burial_tile, dist])
## Phase 14 — fires when EventBus.corpse_cremated is emitted (CremationPyre).
## Gives the cremated_friend thought if this pawn was nearby (8 tiles).
func _on_corpse_cremated(corpse, pyre) -> void:
if pyre == null:
return
var pyre_tile: Vector2i = pyre.tile if pyre.get("tile") != null else Vector2i(-999, -999)
var dist: int = abs(pyre_tile.x - tile.x) + abs(pyre_tile.y - tile.y)
if dist <= 8:
add_thought(ThoughtCatalog.cremated_friend())
Audit.log("pawn", "%s: cremated_friend thought added (pyre at %s, dist=%d)" % [pawn_name, pyre_tile, dist])
## Add or remove a PERSISTENT thought based on a boolean state flag. ## Add or remove a PERSISTENT thought based on a boolean state flag.
## Calls add_thought() / remove_thought_by_id() (which recompute mood) only ## Calls add_thought() / remove_thought_by_id() (which recompute mood) only
## when the presence actually needs to change — avoids redundant recomputes. ## when the presence actually needs to change — avoids redundant recomputes.
@ -522,11 +680,18 @@ func _process_sulking() -> void:
## Sequence: ## Sequence:
## 1. Decay EVENT statuses — remove expired ones. ## 1. Decay EVENT statuses — remove expired ones.
## 2. Apply per-tick effects (Bleeding drains HP). ## 2. Apply per-tick effects (Bleeding drains HP).
## 3. Phase 12 — tick wet / cold accumulators and sync statuses. ## 3. Phase 14 — bleed-out timeout: if a pawn has been bleeding for
## StatusCatalog.BLEED_OUT_TICKS (432000 ticks ≈ 6 in-game hours) with
## no doctor treating them, force-kill via take_damage(hp) to trigger
## _check_death(). _bleed_ticks resets when the Bleeding status is cleared
## (i.e. when a doctor successfully treats the wound).
## 4. Phase 14 — check death from bleed damage (hp reached 0 this tick).
## 5. Phase 12 — tick wet / cold accumulators and sync statuses.
## ##
## Bleeding does NOT log per-tick — would flood Audit. Named-source logging ## Bleeding does NOT log per-tick — would flood Audit. Named-source logging
## happens in take_damage() only when source is non-empty. ## happens in take_damage() only when source is non-empty.
func _process_statuses() -> void: func _process_statuses() -> void:
var was_bleeding := false
for i in range(statuses.size() - 1, -1, -1): for i in range(statuses.size() - 1, -1, -1):
var s: Status = statuses[i] var s: Status = statuses[i]
# 1. Decay EVENT statuses. # 1. Decay EVENT statuses.
@ -537,11 +702,26 @@ func _process_statuses() -> void:
continue continue
# 2. Apply per-tick effects. # 2. Apply per-tick effects.
if s.kind == Status.Kind.BLEEDING: if s.kind == Status.Kind.BLEEDING:
was_bleeding = true
# No source string to suppress per-tick Audit flood. # No source string to suppress per-tick Audit flood.
hp = maxf(0.0, hp - StatusCatalog.BLEED_HP_PER_TICK * float(s.severity)) hp = maxf(0.0, hp - StatusCatalog.BLEED_HP_PER_TICK * float(s.severity))
EventBus.pawn_took_damage.emit(self, StatusCatalog.BLEED_HP_PER_TICK * float(s.severity)) EventBus.pawn_took_damage.emit(self, StatusCatalog.BLEED_HP_PER_TICK * float(s.severity))
_check_downed() _check_downed()
# 3. Phase 12 — wet / cold environment exposure. # 3. Phase 14 — bleed-out timeout.
# Design note: BLEED_OUT_TICKS = 432000 ≈ 6 in-game hours at 20 Hz.
# Simplified: death-by-bleed = hp ≤ 0 path through _check_death() handles
# the moment-of-death case; the _bleed_ticks timer is the "long neglect"
# safety net that prevents an immortal downed pawn when bleed rate is low.
if was_bleeding:
_bleed_ticks += 1
if _bleed_ticks >= StatusCatalog.BLEED_OUT_TICKS:
Audit.log("pawn", "%s bleed-out timeout after %d ticks" % [pawn_name, _bleed_ticks])
take_damage(hp, &"bleed_out") # lethal; triggers _check_death()
else:
_bleed_ticks = 0 # reset when bleeding is cleared (doctor treated)
# 4. Phase 14 — detect death from bleed tick this frame (hp → 0 via bleeding).
_check_death()
# 5. Phase 12 — wet / cold environment exposure.
_tick_wet() _tick_wet()
_tick_cold() _tick_cold()
@ -716,6 +896,9 @@ func to_dict() -> Dictionary:
# Phase 12 — wet / cold accumulators. Default 0 for pre-Phase-12 save compat. # Phase 12 — wet / cold accumulators. Default 0 for pre-Phase-12 save compat.
"wet_accum": _wet_accum, "wet_accum": _wet_accum,
"cold_accum": _cold_accum, "cold_accum": _cold_accum,
# Phase 14 — bleed-out timeout counter. Default 0 for pre-Phase-14 saves.
"bleed_ticks": _bleed_ticks,
"last_damage_source": String(_last_damage_source),
} }
@ -766,6 +949,13 @@ func from_dict(d: Dictionary) -> void:
_wet_accum = clampf(float(d.get("wet_accum", 0.0)), 0.0, 100.0) _wet_accum = clampf(float(d.get("wet_accum", 0.0)), 0.0, 100.0)
_cold_accum = clampf(float(d.get("cold_accum", 0.0)), 0.0, 100.0) _cold_accum = clampf(float(d.get("cold_accum", 0.0)), 0.0, 100.0)
# Phase 14 — restore bleed-out counter and last damage source.
_bleed_ticks = int(d.get("bleed_ticks", 0))
_last_damage_source = StringName(d.get("last_damage_source", ""))
# Recompute portrait_color from pawn_name (same formula as setup()).
var pc_hue := float(pawn_name.hash() % 360) / 360.0
portrait_color = Color.from_hsv(pc_hue, 0.7, 0.85)
# Restore skills — set directly on the dict to bypass the ALL_SKILLS assert # Restore skills — set directly on the dict to bypass the ALL_SKILLS assert
# (from_dict must be resilient to saves that pre-date a new skill being added). # (from_dict must be resilient to saves that pre-date a new skill being added).
var saved_skills: Variant = d.get("skills") var saved_skills: Variant = d.get("skills")
@ -847,10 +1037,10 @@ func _process(_delta: float) -> void:
func _draw() -> void: func _draw() -> void:
# Body disc — colour derived deterministically from pawn name so each pawn # Phase 14 — use the stored portrait_color (computed once in setup()/from_dict()).
# is visually distinct without any art dependency. # This is the same formula as the old inline hue derivation; consolidating here
var hue := float(pawn_name.hash() % 360) / 360.0 # removes the duplication and ensures the corpse head-dot matches exactly.
var body_colour := Color.from_hsv(hue, 0.7, 0.85) var body_colour := portrait_color
if is_downed(): if is_downed():
# Phase 9 — Downed pawn: rotated 90° (lying on ground) + desaturated. # Phase 9 — Downed pawn: rotated 90° (lying on ground) + desaturated.

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@ -20,16 +20,23 @@ const TOOL_BUILD_DOOR: StringName = &"build_door"
# Phase 13 — no-roof designation: painted tiles become courtyards; RoomDetector # Phase 13 — no-roof designation: painted tiles become courtyards; RoomDetector
# excludes them from auto-roofing. Calls World.toggle_no_roof_at() on apply. # excludes them from auto-roofing. Calls World.toggle_no_roof_at() on apply.
const TOOL_NO_ROOF: StringName = &"no_roof" 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). # Atlas coords on the shared placeholder tileset (source 0).
# build_wall → stone-grey (2, 0); build_floor → dirt-brown (1, 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. # 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. # 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 = { const _ATLAS_BY_TOOL: Dictionary = {
&"build_wall": Vector2i(2, 0), &"build_wall": Vector2i(2, 0),
&"build_floor": Vector2i(1, 0), &"build_floor": Vector2i(1, 0),
&"build_door": Vector2i(3, 0), &"build_door": Vector2i(3, 0),
&"no_roof": Vector2i(0, 0), &"no_roof": Vector2i(0, 0),
&"graveyard": Vector2i(1, 0),
&"dig_grave": Vector2i(1, 0),
} }
# Placeholder source ID — mirrors World.PLACEHOLDER_SOURCE_ID. # 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. ## Activate a paint tool. Pass TOOL_NONE to deactivate.
func set_active_tool(tool: StringName) -> void: func set_active_tool(tool: StringName) -> void:
assert( 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 "Designation.set_active_tool: unknown tool '%s'" % tool
) )
_tool = tool _tool = tool

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@ -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. ## Priority-and-filter gate, shared by all subclasses.
## Returns false when OFF or when the item's type is not in accepted_types. ## 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. ## 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: func _filter_accepts(item) -> bool:
if priority == Priority.OFF: if priority == Priority.OFF:
return false return false
if accepted_types.is_empty(): if accepted_types.is_empty():
return true 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 DIRTINESS_SYSTEM_SCRIPT: Script = preload("res://scenes/world/dirtiness_system.gd")
const CLEANING_PROVIDER_SCRIPT: Script = preload("res://scenes/ai/cleaning_provider.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") 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 PAWN_SCENE: PackedScene = preload("res://scenes/pawn/pawn.tscn")
const TREE_SCENE: PackedScene = preload("res://scenes/entities/tree.tscn") const TREE_SCENE: PackedScene = preload("res://scenes/entities/tree.tscn")
const ROCK_SCENE: PackedScene = preload("res://scenes/entities/rock.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 BED_SCENE: PackedScene = preload("res://scenes/entities/bed.tscn")
const TORCH_SCENE: PackedScene = preload("res://scenes/entities/torch.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. # 3 starting pawns — Phase 2 demo. Phase 7+ replaces this with map-gen + name table.
const SAMPLE_PAWNS: Array[Dictionary] = [ const SAMPLE_PAWNS: Array[Dictionary] = [
# Phase 6 demo — varied Crafting skill so the quality system shows visible # 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()) _apply_season_tint(Clock.current_season())
EventBus.season_changed.connect(_apply_season_tint) 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: func world_bounds_px() -> Rect2:
return Rect2(Vector2.ZERO, Vector2(MAP_SIZE_TILES * TILE_SIZE_PX)) 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() entity = DOOR_SCENE.instantiate()
add_child(entity) add_child(entity)
entity.setup(cell) 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) Audit.log("world", "unknown designation tool: %s" % tool)
return return
@ -553,7 +586,13 @@ func _on_designation_cleared(cell: Vector2i) -> void:
return return
var entity = _build_sites_by_tile[cell] var entity = _build_sites_by_tile[cell]
_build_sites_by_tile.erase(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() 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 ─────────────────────────────────────────────────────────── # ── camera bounds ───────────────────────────────────────────────────────────
func _apply_camera_bounds() -> void: func _apply_camera_bounds() -> void: