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>
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6 changed files with 292 additions and 4 deletions
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@ -15,9 +15,11 @@ class_name MineProvider extends WorkProvider
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## pathfinder).
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##
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## Duck-typing note: Rock is referenced without class_name (class may not be
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## registered yet when this provider loads). We rely only on:
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## rock.tile: Vector2i
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## registered yet when this provider loads). World.rocks may also hold BigRock
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## instances; both expose the same interface so we just iterate the array:
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## rock.tile: Vector2i — for distance scoring
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## rock.is_mineable() -> bool
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## rock.approach_tile_for(pawn_tile) -> Vector2i — walk destination
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## rock.get_path() -> NodePath
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@ -48,6 +50,12 @@ func find_best_for(pawn) -> Job:
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var j := Job.new()
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j.label = "Mine rock at %s" % best.tile
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j.target_node = best
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j.toils.append(Toil.walk_to(best.tile))
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# Ask the entity where the pawn should stand. Single rocks return their own
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# tile (walkable). BigRocks return a perimeter tile so the pawn doesn't try
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# to pathfind into the blocked 2×2 footprint.
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var walk_tile: Vector2i = (
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best.approach_tile_for(pawn.tile) if best.has_method("approach_tile_for") else best.tile
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)
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j.toils.append(Toil.walk_to(walk_tile))
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j.toils.append(Toil.interact(best.get_path(), &"on_mine_tick"))
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return j
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