Add BigRock: 2×2 mineable boulder with full mining/path/save support
A new entity for multi-tile rock formations. Same duck-typed contract as
single-tile Rock so MineProvider scans both transparently via World.rocks.
Differences from Rock:
• Occupies a 2×2 footprint anchored at origin_tile (top-left).
• Renders a single 32×32 Sprite2D drawn from the FG_Grasslands_Spring 2×2
cluster sprites at (22, 3) brown and (30, 3) gray.
• Blocks pathfinding on all four footprint tiles — pawns route around it.
• MineProvider asks `rock.approach_tile_for(pawn.tile)` for the walk
destination, so the pawn stands beside the boulder instead of trying to
path into the blocked footprint. Rock returns its own tile (walkable);
BigRock picks the nearest walkable perimeter neighbour.
• Mining takes 480 ticks (4× Rock) and drops 4 stone, one per footprint tile.
All init work happens in setup() rather than _ready(): the calling pattern is
`add_child(big); big.setup(origin)`, and _ready fires inside add_child with
origin_tile still at its zero default — anything reading origin_tile from
_ready would stamp the pathfinder at the wrong tile.
Wired through SaveSystem: factory preload, spawn-priority tier 0 (same as
Rock — static structures spawn before pawns), and a `&"big_rock"` factory.
World seed adds two demo boulders near the small-rock cluster
(65, 58) + (56, 64) so the visual contrast is on-screen from boot.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
parent
725d3fb701
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6 changed files with 292 additions and 4 deletions
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@ -28,6 +28,7 @@ const SAVE_VERSION: int = 2
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const _PAWN_SCENE: PackedScene = preload("res://scenes/pawn/pawn.tscn")
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const _TREE_SCENE: PackedScene = preload("res://scenes/entities/tree.tscn")
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const _ROCK_SCENE: PackedScene = preload("res://scenes/entities/rock.tscn")
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const _BIG_ROCK_SCENE: PackedScene = preload("res://scenes/entities/big_rock.tscn")
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const _ITEM_SCENE: PackedScene = preload("res://scenes/entities/item.tscn")
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const _WALL_SCENE: PackedScene = preload("res://scenes/entities/wall.tscn")
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const _FLOOR_SCENE: PackedScene = preload("res://scenes/entities/floor.tscn")
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@ -314,6 +315,7 @@ func _collect_entities() -> Array:
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const _SPAWN_PRIORITY: Dictionary = {
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&"tree": 0,
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&"rock": 0,
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&"big_rock": 0,
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&"wall": 0,
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&"floor": 0,
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&"door": 1,
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@ -348,6 +350,7 @@ func _sort_by_spawn_priority(entity_dicts: Array) -> Array:
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func _register_factories() -> void:
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_factories[&"tree"] = _spawn_tree
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_factories[&"rock"] = _spawn_rock
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_factories[&"big_rock"] = _spawn_big_rock
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_factories[&"item"] = _spawn_item
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_factories[&"wall"] = _spawn_wall
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_factories[&"floor"] = _spawn_floor
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@ -387,6 +390,14 @@ func _spawn_rock(world_scene: Node, d: Dictionary) -> void:
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ent.queue_redraw()
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func _spawn_big_rock(world_scene: Node, d: Dictionary) -> void:
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var ent = _BIG_ROCK_SCENE.instantiate()
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world_scene.add_child(ent)
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ent.setup(Vector2i(int(d.get("origin_x", 0)), int(d.get("origin_y", 0))))
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ent.mine_progress = int(d.get("mine_progress", 0))
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ent.queue_redraw()
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func _spawn_item(world_scene: Node, d: Dictionary) -> void:
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var ent = _ITEM_SCENE.instantiate()
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world_scene.add_child(ent)
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