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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@ -91,6 +91,15 @@ func is_mineable() -> bool:
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return mine_progress < MINE_TICKS
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## Walk destination for a pawn approaching this rock. Small rocks are walkable
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## (Phase 4 simplification), so the pawn stands on the rock tile while mining.
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## BigRock overrides this to return a perimeter neighbour because its footprint
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## is blocked. MineProvider always asks the entity for this rather than reading
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## `.tile` directly, so single Rock and BigRock plug into the same walk toil.
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func approach_tile_for(_pawn_tile: Vector2i) -> Vector2i:
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return tile
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## Called by the INTERACT toil in JobRunner once per sim tick while the pawn
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## works this rock. Advances mine_progress and triggers mined() when complete.
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func on_mine_tick() -> void:
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