Crop sprites — atlas art + four growable kinds
Replaces the procedural stem-and-circle draw with an ElvGames atlas-backed Sprite2D. Crops now pick a per-kind 64×32 (or 80×32) sheet from art/sprites/crops/ and slice cols 0..3 across the SOWN..READY stage range (TILLED keeps the bare dirt rect). The plant sprite is anchored so its bottom edge sits at the tile bottom, matching the tree convention. Four kinds wired in: wheat, potato, corn, strawberry. The boot demo's crop patch now plants one column per kind so all four show up in the spring start state. Harvest outputs map: wheat/corn → grain, potato/strawberry → vegetable. Tooltip already capitalises crop_kind so 'Corn' / 'Strawberry' show through with no UI change.
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10 changed files with 261 additions and 42 deletions
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art/sprites/crops/FG_Crops_Corns.png
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art/sprites/crops/FG_Crops_Strawberry.png
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@ -15,9 +15,12 @@ class_name Crop extends Node2D
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const TILE_SIZE_PX: int = 16
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## Phase 7 ships wheat and potato. Phase 17 expands (berry, hop) per design.md.
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const KIND_WHEAT: StringName = &"wheat"
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const KIND_POTATO: StringName = &"potato"
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## Available crop kinds. Each maps to an ElvGames 64×32 sprite sheet
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## (4 stages × 16w × 32h, plant anchored to bottom row).
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const KIND_WHEAT: StringName = &"wheat"
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const KIND_POTATO: StringName = &"potato"
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const KIND_CORN: StringName = &"corn"
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const KIND_STRAWBERRY: StringName = &"strawberry"
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## Sim ticks per growth stage. 200 ticks × 4 stages = 800 total.
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## At 20 Hz × 5× speed = 100 ticks/sec → 8 real seconds per stage, 32 seconds full grow.
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@ -26,6 +29,20 @@ const STAGE_COUNT: int = 4
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enum Stage { TILLED, SOWN, GROWING_1, GROWING_2, GROWING_3, READY }
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## Per-kind sprite atlas. Strawberry / Corn are 80×32 (5 stages) — we still slice
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## the first 4 cols, which gives the same progression (the 5th col is a
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## post-harvest regrow frame we don't use).
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const _CROP_TEXTURES: Dictionary = {
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KIND_WHEAT: preload("res://art/sprites/crops/FG_Crops_Wheat.png"),
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KIND_POTATO: preload("res://art/sprites/crops/FG_Crops_Potato.png"),
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KIND_CORN: preload("res://art/sprites/crops/FG_Crops_Corns.png"),
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KIND_STRAWBERRY: preload("res://art/sprites/crops/FG_Crops_Strawberry.png"),
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}
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## Width / height of one stage cell in pixels.
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const _STAGE_W: int = 16
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const _STAGE_H: int = 32
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@export var crop_kind: StringName = KIND_WHEAT
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@export var tile: Vector2i = Vector2i.ZERO
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@ -37,6 +54,9 @@ var stage_progress: int = 0
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# indoor detection for this crop instance so we don't flood the audit log.
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var _logged_indoor: bool = false
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# Child Sprite2D — created in _ready, region_rect updated whenever stage flips.
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var _sprite: Sprite2D = null
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const ITEM_SCENE: PackedScene = preload("res://scenes/entities/item.tscn")
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@ -44,6 +64,7 @@ const ITEM_SCENE: PackedScene = preload("res://scenes/entities/item.tscn")
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func _ready() -> void:
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position = _tile_to_world(tile)
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_build_sprite()
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World.register_crop(self)
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EventBus.sim_tick.connect(_on_sim_tick)
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queue_redraw()
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@ -62,6 +83,9 @@ func setup(p_tile: Vector2i, p_kind: StringName, p_stage: Stage = Stage.SOWN) ->
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stage = p_stage
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stage_progress = 0
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position = _tile_to_world(tile)
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if _sprite != null:
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_sprite.texture = _texture_for(crop_kind)
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_refresh_sprite_region()
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queue_redraw()
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Audit.log("crop", "spawned %s at %s (stage=%s)" % [crop_kind, tile, Stage.keys()[stage]])
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@ -87,6 +111,7 @@ func on_harvest_tick() -> void:
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it.setup(item_type, 1, tile)
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stage = Stage.TILLED
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stage_progress = 0
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_refresh_sprite_region()
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Audit.log("crop", "harvested %s at %s → %s" % [crop_kind, tile, item_type])
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queue_redraw()
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@ -98,6 +123,7 @@ func on_sow_tick() -> void:
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return
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stage = Stage.SOWN
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stage_progress = 0
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_refresh_sprite_region()
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Audit.log("crop", "sown %s at %s" % [crop_kind, tile])
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queue_redraw()
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@ -122,6 +148,7 @@ func _on_sim_tick(_n: int) -> void:
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if stage_progress >= STAGE_TICKS:
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stage_progress = 0
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stage = (int(stage) + 1) as Stage
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_refresh_sprite_region()
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queue_redraw()
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if stage == Stage.READY:
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Audit.log("crop", "%s ready at %s" % [crop_kind, tile])
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@ -156,53 +183,70 @@ static func from_dict(d: Dictionary) -> Dictionary:
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# ── render ────────────────────────────────────────────────────────────────────
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func _draw() -> void:
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# Tilled-soil base: a small dark-earth square.
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# Tilled-soil base draws under the plant sprite. Stays visible at every stage
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# so the player sees the patch as cultivated.
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var soil_color := Color(0.32, 0.20, 0.10)
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var soil_dark := Color(0.22, 0.14, 0.06)
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draw_rect(Rect2(Vector2(-7.0, -7.0), Vector2(14.0, 14.0)), soil_color)
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draw_rect(Rect2(Vector2(-7.0, -7.0), Vector2(14.0, 14.0)), soil_dark, false, 1.0)
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if stage == Stage.TILLED:
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return # Bare soil — no plant drawn.
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# stage_idx: 0 = SOWN, 4 = READY
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var stage_idx := int(stage) - int(Stage.SOWN)
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var height: float = lerp(2.0, 12.0, float(stage_idx) / float(STAGE_COUNT))
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var plant_color := _plant_color_for(crop_kind)
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# ── sprite helpers ────────────────────────────────────────────────────────────
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# Stem
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draw_rect(Rect2(Vector2(-2.0, 5.0 - height), Vector2(4.0, height)), plant_color)
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func _build_sprite() -> void:
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_sprite = Sprite2D.new()
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_sprite.name = "Sprite"
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_sprite.texture = _texture_for(crop_kind)
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_sprite.region_enabled = true
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_sprite.centered = true
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# 32-tall sprite anchored so its bottom edge sits at the tile's bottom row
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# (local +8 from tile centre). Sprite half-height = 16 → offset.y = 8 - 16 = -8.
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_sprite.offset = Vector2(0, -8)
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# Draw the plant above the soil rect but below pawns/items.
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_sprite.z_index = 0
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add_child(_sprite)
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_refresh_sprite_region()
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# Foliage circle grows in from GROWING_2 onward
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if stage_idx >= 2:
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draw_circle(Vector2(0.0, 5.0 - height), 3.0 + float(stage_idx), plant_color)
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# Ready accent — grain head or potato cap
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if stage == Stage.READY:
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draw_circle(Vector2(0.0, 5.0 - height), 2.0, _ready_accent_for(crop_kind))
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func _refresh_sprite_region() -> void:
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if _sprite == null:
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return
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var idx := _sprite_stage_index(stage)
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if idx < 0:
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_sprite.visible = false
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return
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_sprite.visible = true
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_sprite.region_rect = Rect2(idx * _STAGE_W, 0, _STAGE_W, _STAGE_H)
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## Map game-stage to one of the 4 sprite columns. TILLED has no plant frame.
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## SOWN..GROWING_2 step through cols 0..2; GROWING_3 and READY both land on
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## col 3 (mature). The harvest designation overlay is what cues the player
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## that READY is ready — sprite alone doesn't need a fifth frame.
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func _sprite_stage_index(s: Stage) -> int:
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match s:
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Stage.TILLED: return -1
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Stage.SOWN: return 0
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Stage.GROWING_1: return 1
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Stage.GROWING_2: return 2
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Stage.GROWING_3: return 3
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Stage.READY: return 3
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_: return 0
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# ── helpers ───────────────────────────────────────────────────────────────────
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func _texture_for(kind: StringName) -> Texture2D:
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return _CROP_TEXTURES.get(kind, _CROP_TEXTURES[KIND_WHEAT])
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func _harvest_output_for(kind: StringName) -> StringName:
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match kind:
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KIND_WHEAT: return Item.TYPE_GRAIN
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KIND_POTATO: return Item.TYPE_VEGETABLE
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_: return Item.TYPE_VEGETABLE # fallback
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func _plant_color_for(kind: StringName) -> Color:
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match kind:
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KIND_WHEAT: return Color(0.50, 0.65, 0.20) # bright green sprout
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KIND_POTATO: return Color(0.30, 0.55, 0.20) # darker green
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_: return Color(0.40, 0.60, 0.20)
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func _ready_accent_for(kind: StringName) -> Color:
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match kind:
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KIND_WHEAT: return Color(0.95, 0.85, 0.20) # golden grain head
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KIND_POTATO: return Color(0.95, 0.60, 0.30) # orange potato cap
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_: return Color(1.0, 0.4, 0.4)
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KIND_WHEAT: return Item.TYPE_GRAIN
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KIND_POTATO: return Item.TYPE_VEGETABLE
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KIND_CORN: return Item.TYPE_GRAIN
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KIND_STRAWBERRY: return Item.TYPE_VEGETABLE
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_: return Item.TYPE_VEGETABLE
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func _tile_to_world(t: Vector2i) -> Vector2:
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@ -561,15 +561,30 @@ func _seed_phase5_demo_buildings() -> void:
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meal_bill.mode = Bill.Mode.FOREVER
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hearth.add_bill(meal_bill)
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# Wheat crops east of the cabin, near the trees.
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var crop_tiles: Array[Vector2i] = [
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Vector2i(54, 24), Vector2i(54, 25), Vector2i(54, 26),
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Vector2i(55, 24), Vector2i(55, 25), Vector2i(55, 26),
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# Mixed crops east of the cabin, near the trees. One column per kind so the
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# player sees the four atlas variants side-by-side from the boot demo.
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var crop_plan: Array = [
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[Vector2i(54, 24), Crop.KIND_WHEAT],
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[Vector2i(54, 25), Crop.KIND_WHEAT],
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[Vector2i(54, 26), Crop.KIND_WHEAT],
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[Vector2i(55, 24), Crop.KIND_POTATO],
|
||||
[Vector2i(55, 25), Crop.KIND_POTATO],
|
||||
[Vector2i(55, 26), Crop.KIND_POTATO],
|
||||
[Vector2i(56, 24), Crop.KIND_CORN],
|
||||
[Vector2i(56, 25), Crop.KIND_CORN],
|
||||
[Vector2i(56, 26), Crop.KIND_CORN],
|
||||
[Vector2i(57, 24), Crop.KIND_STRAWBERRY],
|
||||
[Vector2i(57, 25), Crop.KIND_STRAWBERRY],
|
||||
[Vector2i(57, 26), Crop.KIND_STRAWBERRY],
|
||||
]
|
||||
for ct in crop_tiles:
|
||||
var crop_tiles: Array[Vector2i] = []
|
||||
for entry in crop_plan:
|
||||
var ct: Vector2i = entry[0]
|
||||
var kind: StringName = entry[1]
|
||||
crop_tiles.append(ct)
|
||||
var c: Crop = CROP_SCENE.instantiate()
|
||||
add_child(c)
|
||||
c.setup(ct, Crop.KIND_WHEAT, Crop.Stage.SOWN)
|
||||
c.setup(ct, kind, Crop.Stage.SOWN)
|
||||
|
||||
# Pre-baked breads + a vegetable meal so pawns can eat before the
|
||||
# full cooking chain finishes. Phase 17 may remove these as cooking
|
||||
|
|
@ -581,7 +596,7 @@ func _seed_phase5_demo_buildings() -> void:
|
|||
bread_item.setup(Item.TYPE_BREAD, 1, st)
|
||||
bread_item.quality = Item.Quality.NORMAL
|
||||
|
||||
Audit.log("world", "phase 7 demo: Millstone+Hearth built, %d wheat crops sown, %d pre-baked breads placed" % [
|
||||
Audit.log("world", "phase 7 demo: Millstone+Hearth built, %d crops sown (mixed kinds), %d pre-baked breads placed" % [
|
||||
crop_tiles.size(), snack_tiles.size()
|
||||
])
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue