Phase 12: Seasons + Weather (rolls, rain, storm, wet/cold)

48-day year (4 seasons × 12 days), daily weather rolls, rain visual,
storm flash, Wet/Cold statuses with mood thoughts.

Three-agent fan-out — Opus prepped contracts up front (event_bus
signals, Clock season constants, Weather autoload stub) so the three
slices could run fully parallel and integrate on first try.

Calendar (Agent A):
- Clock season API — SEASON_SPRING/SUMMER/AUTUMN/WINTER constants,
  current_season(), current_season_index(), day_of_season(),
  current_year(), DAYS_PER_SEASON=12, DAYS_PER_YEAR=48
- EventBus.season_changed emitted on transition (mirrors phase_changed)
- Top-bar SeasonLabel ('Spring 1/12') with localized season names via
  Strings.t() — season.spring/summer/autumn/winter + season.format
- Terrain TileMapLayer seasonal palette modulate
  (spring=warm-green, summer=neutral, autumn=warm-orange, winter=cool-blue)

Weather (Agent B):
- autoload/weather.gd — daily roll triggered by Clock day-index change
  Probability tables per season (placeholders, tune Phase 20):
    spring  60% clear / 35% rain /  5% storm
    summer  75% clear / 18% rain /  7% storm
    autumn  50% clear / 35% rain / 12% storm /  3% cold_snap
    winter  55% clear / 15% rain / 10% storm / 20% cold_snap
- EventBus.weather_changed signal
- scenes/world/rain_overlay.tscn — procedural _draw() diagonal raindrops
  on a CanvasLayer (chosen over CPUParticles2D for pixel-art exactness
  and to colocate storm-flash logic in one weather-aware script)
- Storm flash — Tween-driven ColorRect at random 4-8s intervals
- Save round-trip preserves _last_day_index to prevent double-rolling

Wet + Cold + Mood (Agent C):
- StatusCatalog.wet(severity 1-2) — Damp at 25, Soaked at 60 (of 100)
- StatusCatalog.cold(severity 1-3) — Mild at 25, Severe at 60, Extreme at 85
- ThoughtCatalog.damp(-3), soaked(-6), cold_thought(-4)
- Pawn._wet_accum / _cold_accum floats, ticked in _process_statuses:
  +0.02/tick rain (×2 storm), -0.05/tick decay when sheltered
  +0.015/tick cold winter-or-snap (×2 cold_snap)
- _sync_wet_status / _sync_cold_status — severity-flip detection with
  one Audit line per transition
- _is_sheltered() v1: World.floor_layer.get_cell_source_id != -1
  Phase 13 replaces with proper Room BFS
- _wet_accum / _cold_accum round-trip through Pawn.to_dict / from_dict
- Persistent thought sync in _process_thoughts after in_darkness

MCP runtime verified:
- Top-bar 'Spring 1/12' renders; green seasonal terrain tint visible
- Rain droplets render across screen; storm flash captured mid-animation
- Bram wet=26 (Damp) → wet=65 (Soaked) with mood thought (-6), mood=30
- Cora cold=30 cold_snap → Cold status sev=1 + Cold thought (-4), mood=32
- Daily weather rolls visible day 0-5 (rain → clear → rain → clear → rain)

Quick-edit fixup mid-flight: Variant inference errors on
'var old_sev := s.severity' (untyped Array loop var). Same trap as
the Phase 7 crop fix; pattern is now to always explicit-type ':='
when the rhs is non-typed-Array element access.

Delegation: 3× gdscript-refactor agents in parallel, 1× quick-edit
for the Variant-inference fix; integration + MCP verify on Opus.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
megaproxy 2026-05-11 16:39:34 +01:00
parent 1b6ad2bcc6
commit 92f4e5c945
19 changed files with 692 additions and 19 deletions

View file

@ -57,6 +57,15 @@ const HAUL_SWEEP_INTERVAL_TICKS: int = 100
const NIGHT_TINT: Color = Color(0.20, 0.22, 0.40, 1.0)
const DAY_TINT: Color = Color(1.0, 1.0, 1.0, 1.0)
# Phase 12 — subtle seasonal modulate on the Terrain TileMapLayer only.
# Wall / Floor / Roof are entity-drawn (Y-sorted sprites); don't tint those.
const SEASON_TINTS: Dictionary = {
&"spring": Color(0.96, 1.02, 0.94), # slight warm-green
&"summer": Color(1.0, 1.0, 1.0 ), # neutral / bright
&"autumn": Color(1.06, 0.95, 0.82), # warm orange
&"winter": Color(0.88, 0.92, 1.02), # cool blue, slight desaturation
}
@onready var dark_overlay: CanvasModulate = $DarkOverlay
@onready var terrain_layer: TileMapLayer = $Terrain
@onready var floor_layer: TileMapLayer = $Floor
@ -136,6 +145,10 @@ func _ready() -> void:
# stockpiles in case a higher-priority destination opened up.
EventBus.sim_tick.connect(_on_sim_tick_world_sweep)
# Phase 12 — season tint: apply on boot then update on each season transition.
_apply_season_tint(Clock.current_season())
EventBus.season_changed.connect(_apply_season_tint)
func world_bounds_px() -> Rect2:
return Rect2(Vector2.ZERO, Vector2(MAP_SIZE_TILES * TILE_SIZE_PX))
@ -505,6 +518,15 @@ func _update_dark_overlay() -> void:
dark_overlay.color = DAY_TINT.lerp(NIGHT_TINT, f)
# Phase 12 — apply a subtle hue tint to the Terrain layer to signal season.
# Only Terrain is tinted; Wall/Floor/Roof are entity sprites (Y-sorted) — leave them neutral.
# Called once at boot (from _ready) and on every EventBus.season_changed signal.
func _apply_season_tint(season: StringName) -> void:
var tint: Color = SEASON_TINTS.get(season, Color.WHITE)
terrain_layer.modulate = tint
Audit.log("world", "season tint → %s (%s)" % [season, tint])
# ── spike: AStarGrid2D query timing at 80² ──────────────────────────────────
func _run_pathfinder_spike() -> void: