sprint cleanup: corpse_cremated signal, recipe_count, save_system
D: Workbench._last_consumed_ingredient transient field captures the carried item before queue_free so cremation_pyre.on_craft_complete can emit corpse_cremated with the real ref. Falls back to proximity scan. Pawn._on_corpse_cremated null-guarded. E: removed redundant r.ingredient_count = 0 from recipe_catalog. Field kept on Recipe for save round-trip compat; nothing reads it functionally. F: save_system._spawn_workbench simplified from 15 lines to 6 — let from_dict do all field restoration. Fixed workbench.from_dict to call _complete() instead of bare _completed=true, which was skipping light enable + beauty register + designation clear. Stale ingredient1/2 buffering comment in job_runner._tick_craft fixed. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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6 changed files with 29 additions and 18 deletions
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@ -493,18 +493,10 @@ func _spawn_door(world_scene: Node, d: Dictionary) -> void:
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func _spawn_workbench(world_scene: Node, d: Dictionary) -> void:
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var ent = _WORKBENCH_SCENE.instantiate()
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world_scene.add_child(ent)
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ent.setup(Vector2i(int(d.get("tile_x", 0)), int(d.get("tile_y", 0))))
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if d.has("label_text"):
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ent.label_text = str(d["label_text"])
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if d.has("accepted_skill"):
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ent.accepted_skill = StringName(d["accepted_skill"])
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ent.build_progress = int(d.get("build_progress", 0))
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if bool(d.get("completed", false)):
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ent.build_progress = ent.BUILD_TICKS
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ent.on_build_tick()
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# from_dict restores bills + any other Workbench-specific state.
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if ent.has_method("from_dict"):
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ent.from_dict(d)
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# from_dict restores all fields (label_text, accepted_skill, build_progress,
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# bills, deposited_inputs) and calls _complete() + setup() internally.
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# No manual field assignment needed here.
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ent.from_dict(d)
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func _spawn_crop(world_scene: Node, d: Dictionary) -> void:
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@ -524,10 +524,14 @@ func _tick_craft(t) -> void:
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# Consume ingredients.
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# Single-ingredient: pawn.carried_item holds the only input — free it.
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# Two-ingredient: pawn.carried_item is ingredient2; ingredient1 was buffered
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# Two-ingredient: pawn.carried_item is ingredient (primary); ingredient2 was buffered
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# in wb.deposited_inputs by _tick_deposit_at_wb — remove it from the buffer.
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# No-ingredient: carried_item is null; nothing to consume.
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var ingredient = pawn.carried_item
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# Expose the consumed ingredient to on_craft_complete() via a transient field
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# so overrides (e.g. CremationPyre) can retrieve it by reference instead of
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# relying on a proximity scan. Cleared below after on_craft_complete returns.
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wb._last_consumed_ingredient = ingredient
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pawn.carried_item = null
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if ingredient != null and is_instance_valid(ingredient):
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ingredient.queue_free()
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@ -551,6 +555,8 @@ func _tick_craft(t) -> void:
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# Record completion on the bill and reset workbench state.
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wb.on_craft_complete()
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# Clear transient ingredient ref now that on_craft_complete overrides have run.
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wb._last_consumed_ingredient = null
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Audit.log(
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"job_runner",
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@ -118,7 +118,6 @@ static func quarry_stone() -> Recipe:
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r.id = &"quarry_stone"
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r.label = "Quarry stone"
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r.ingredient_type = &"" # no input
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r.ingredient_count = 0
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r.output_type = Item.TYPE_STONE
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r.work_ticks = 300
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r.required_skill = &"manual_labor"
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@ -64,8 +64,12 @@ func on_craft_complete() -> void:
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# Base Workbench cleanup (clears current_bill, resets work progress).
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super.on_craft_complete()
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# Find and consume the corpse that was hauled as ingredient.
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var consumed_corpse = _find_consumed_corpse()
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# Find the corpse that was hauled as ingredient. Prefer the transient
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# reference set by JobRunner (reliable regardless of corpse tile position);
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# fall back to proximity scan only if the field is somehow unset.
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var consumed_corpse = _last_consumed_ingredient if _last_consumed_ingredient != null \
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and is_instance_valid(_last_consumed_ingredient) \
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else _find_consumed_corpse()
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# Drop 1 ash item on an adjacent walkable tile (same pattern as
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# Tree.fell() / Workbench output drops elsewhere in Phase 6).
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@ -131,6 +131,12 @@ var _light: PointLight2D = null
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## completes or is interrupted. Not stocked by single-ingredient recipes.
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var deposited_inputs: Dictionary = {}
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## Transient: set by JobRunner._tick_craft to the carried ingredient node
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## immediately before queue_free() so on_craft_complete() overrides (e.g.
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## CremationPyre) can retrieve the consumed entity by reference rather than
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## by proximity scan. Cleared by the caller after on_craft_complete returns.
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var _last_consumed_ingredient = null
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# ── lifecycle ─────────────────────────────────────────────────────────────────
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@ -352,7 +358,11 @@ func from_dict(d: Dictionary) -> void:
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label_text = str(d.get("label_text", "Workbench"))
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accepted_skill = StringName(d.get("accepted_skill", "crafting"))
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build_progress = int(d.get("build_progress", 0))
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_completed = bool(d.get("completed", false))
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# Use _complete() when already finished so side effects (light, beauty,
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# designation clear) fire correctly on load — matching what on_build_tick()
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# does during normal construction.
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if bool(d.get("completed", false)):
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_complete()
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current_work_progress = int(d.get("current_work_progress", 0))
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# Reconstruct bills from the saved array. Clear first so this is idempotent.
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bills.clear()
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@ -693,7 +693,7 @@ func _on_corpse_buried(corpse, marker) -> void:
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## Phase 14 — fires when EventBus.corpse_cremated is emitted (CremationPyre).
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## Gives the cremated_friend thought if this pawn was nearby (8 tiles).
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func _on_corpse_cremated(corpse, pyre) -> void:
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if pyre == null:
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if corpse == null or pyre == null:
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return
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var pyre_tile: Vector2i = pyre.tile if pyre.get("tile") != null else Vector2i(-999, -999)
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var dist: int = abs(pyre_tile.x - tile.x) + abs(pyre_tile.y - tile.y)
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