fix six critical bugs from audit sprint
save/load round-trip: workbench bills, crop static-method, bed owner, wolf target now all survive reload via Bill.from_dict reconstruction, _spawn_crop using setup(), and a new _post_load_resolve_references pass. PlantProvider: sow path added; consumes 1 grain on a TILLED crop tile. CraftingProvider: ingredient2 supported via new KIND_DEPOSIT_AT_WB toil and Workbench.deposited_inputs buffer. Cremation pyre now actually consumes wood. HaulingProvider: per-item haul_retry_count + haul_rejected after 3 orphan passes; new EventBus.stockpile_layout_changed resets rejects on any player stockpile edit. Storyteller: 14 stubbed event effects implemented. New buff registry (add_buff/get_buff_multiplier/has_buff, day-prune, save/load) drives seasonal/resource events. New request_pawn_spawn signal + WANDERER table for arrivals. New SICK status + 3 mood thoughts. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
parent
00cf8f445d
commit
d9638a4ea4
19 changed files with 711 additions and 101 deletions
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@ -40,6 +40,17 @@ func _init() -> void:
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## Returns a craft Job for `pawn`, or null if no valid work exists.
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## Pawn must expose: .carried_item, .tile (Vector2i), .get_skill(StringName) -> int.
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##
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## Single-ingredient recipes produce a 4-toil job:
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## walk_to(ing1) → pickup → walk_to(wb) → craft_at(wb, bill_index)
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##
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## Two-ingredient recipes (ingredient2_type != &"") produce a 7-toil job:
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## walk_to(ing1) → pickup → walk_to(wb) → deposit_at_wb(wb)
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## → walk_to(ing2) → pickup → craft_at(wb, bill_index)
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## The first ingredient is stashed in wb.deposited_inputs; _tick_craft consumes both.
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##
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## No-ingredient recipes (ingredient_type == &"") produce a 2-toil job:
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## walk_to(wb) → craft_at(wb, bill_index)
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func find_best_for(pawn) -> Job:
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# Skip if pawn is already carrying something — deposit first.
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if pawn.get("carried_item") != null:
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@ -48,7 +59,8 @@ func find_best_for(pawn) -> Job:
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var best_wb = null
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var best_bill = null
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var best_bill_index: int = -1
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var best_src = null
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var best_src1 = null
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var best_src2 = null
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var best_dist: int = 999999
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for wb in World.workbenches:
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@ -69,48 +81,70 @@ func find_best_for(pawn) -> Job:
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_emit_bill_blocked(b.recipe.label, &"skill_too_low", wb)
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continue
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# If ingredient_count is 0, no ingredient is required; proceed directly.
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# Otherwise, confirm a qualifying ingredient exists on the floor.
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var src = null
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if b.recipe.ingredient_count > 0:
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src = _find_ingredient_item(b.recipe.ingredient_type)
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if src == null:
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# Ingredient availability check.
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# Gate on ingredient_type being non-empty (ingredient_count is informational;
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# the canonical "no ingredient" signal is ingredient_type == &"").
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var src1 = null
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var src2 = null
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if b.recipe.ingredient_type != &"":
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src1 = _find_ingredient_item(b.recipe.ingredient_type)
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if src1 == null:
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_emit_bill_blocked(b.recipe.label, &"missing_ingredient", wb)
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continue
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# Score: total Manhattan travel distance.
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# If no ingredient (count==0), distance is just pawn → workbench.
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# Otherwise, distance is pawn → ingredient → workbench.
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var d: int
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if b.recipe.ingredient_count > 0:
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d = _manhattan(pawn.tile, src.tile) + _manhattan(src.tile, wb.tile)
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else:
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d = _manhattan(pawn.tile, wb.tile)
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# Two-ingredient check: secondary ingredient must also be on the floor.
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if b.recipe.ingredient2_type != &"":
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src2 = _find_ingredient_item(b.recipe.ingredient2_type)
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if src2 == null:
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_emit_bill_blocked(b.recipe.label, &"missing_ingredient2", wb)
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continue
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# Score: total Manhattan travel distance including both ingredient trips.
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# No-ingredient: pawn → wb.
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# One ingredient: pawn → ing1 → wb.
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# Two ingredients: pawn → ing1 → wb → ing2 → wb.
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var d: int = _manhattan(pawn.tile, wb.tile)
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if src1 != null:
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d = _manhattan(pawn.tile, src1.tile) + _manhattan(src1.tile, wb.tile)
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if src2 != null:
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d += _manhattan(wb.tile, src2.tile) + _manhattan(src2.tile, wb.tile)
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if d < best_dist:
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best_dist = d
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best_wb = wb
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best_bill = b
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best_bill_index = i
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best_src = src
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best_src1 = src1
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best_src2 = src2
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if best_wb == null:
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return null
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var src_item = null
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# If ingredient_count > 0, re-resolve the source item in case multiple bills tied on the same item.
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if best_bill.recipe.ingredient_count > 0:
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src_item = _find_ingredient_item(best_bill.recipe.ingredient_type)
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if src_item == null:
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# Re-resolve ingredient items to guard against concurrent assignment races.
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if best_bill.recipe.ingredient_type != &"":
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best_src1 = _find_ingredient_item(best_bill.recipe.ingredient_type)
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if best_src1 == null:
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return null
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if best_bill.recipe.ingredient2_type != &"":
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best_src2 = _find_ingredient_item(best_bill.recipe.ingredient2_type)
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if best_src2 == null:
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return null
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var j := Job.new()
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j.label = "Craft %s at %s" % [best_bill.recipe.label, best_wb.get("label_text") if best_wb.get("label_text") != null else "workbench"]
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j.target_node = best_wb
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# Only add ingredient-haul toils if ingredient is required.
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if best_bill.recipe.ingredient_count > 0:
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j.toils.append(Toil.walk_to(src_item.tile))
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if best_src1 != null and best_src2 != null:
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# Two-ingredient path: deposit ing1 at wb, then fetch ing2 and craft.
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j.toils.append(Toil.walk_to(best_src1.tile))
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j.toils.append(Toil.pickup())
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j.toils.append(Toil.walk_to(best_wb.tile))
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j.toils.append(Toil.deposit_at_wb(best_wb.get_path()))
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j.toils.append(Toil.walk_to(best_src2.tile))
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j.toils.append(Toil.pickup())
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elif best_src1 != null:
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# Single-ingredient path: carry ing1 directly to craft.
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j.toils.append(Toil.walk_to(best_src1.tile))
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j.toils.append(Toil.pickup())
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j.toils.append(Toil.walk_to(best_wb.tile))
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@ -27,12 +27,20 @@ const ALERT_COOLDOWN_TICKS: int = 600
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## Per-item-type cooldown map: StringName → tick at which the next emit is allowed.
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var _alert_cooldown: Dictionary = {}
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## Tick stamp: the last sim tick on which we incremented haul_retry_count for
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## at least one orphaned item. Guards against double-counting when multiple
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## pawns call find_best_for on the same tick (all share this provider instance).
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var _last_orphan_tick: int = -1
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func _init() -> void:
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category = &"haul"
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# Priority 3 — below chop (5) and mine (4); above rest (1).
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# Adjusted once the full 9-category matrix is authored in Phase 17.
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priority = 3
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# Reset haul_rejected items whenever stockpile layout changes so a newly-
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# painted stockpile or filter edit unblocks previously-rejected items.
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EventBus.stockpile_layout_changed.connect(_on_stockpile_layout_changed)
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# ── WorkProvider override ─────────────────────────────────────────────────────
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@ -59,6 +67,10 @@ func find_best_for(pawn) -> Job:
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# ── regular items ─────────────────────────────────────────────────────────
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for item in World.items_needing_haul.keys():
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# Skip items that already exhausted their retries — they stay out of
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# haul consideration until a stockpile layout change resets them.
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if item.haul_rejected:
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continue
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# Skip items another pawn is already carrying.
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if item.being_carried:
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continue
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@ -79,6 +91,18 @@ func find_best_for(pawn) -> Job:
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if first_orphan_type == &"":
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first_orphan_type = item.item_type
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first_orphan_tile = item.tile
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# Increment the per-item retry counter at most once per sim tick,
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# guarded by _last_orphan_tick so multiple pawn calls in the same
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# tick don't multiply-count the same item.
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if _last_orphan_tick < Sim.tick:
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_last_orphan_tick = Sim.tick
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item.haul_retry_count += 1
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if item.haul_retry_count >= Item.MAX_HAUL_RETRIES:
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item.haul_rejected = true
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World.items_needing_haul.erase(item)
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Audit.log("hauling", "item %s at %s rejected after %d retries" % [
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item.item_type, item.tile, item.haul_retry_count
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])
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continue
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var drop: Vector2i = dest.find_drop_position(item)
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@ -228,3 +252,21 @@ func _destination_for_tile(tile: Vector2i):
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if dest.covers_tile(tile):
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return dest
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return null
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## Resets haul_rejected / haul_retry_count on every item so a stockpile layout
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## change (new zone, filter edit, priority change) gives them a fresh chance.
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## Rejected items are re-entered into items_needing_haul so sweep_for_better_
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## destinations() can re-evaluate them on the next periodic pass.
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func _on_stockpile_layout_changed() -> void:
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var reset_count: int = 0
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for item in World.items:
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if item.haul_rejected or item.haul_retry_count > 0:
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item.haul_rejected = false
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item.haul_retry_count = 0
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# Re-enqueue only if not already in the haul set and not carried.
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if not item.being_carried and not World.items_needing_haul.has(item):
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World.items_needing_haul[item] = true
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reset_count += 1
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if reset_count > 0:
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Audit.log("hauling", "stockpile layout changed — reset %d rejected/retried items" % reset_count)
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@ -115,6 +115,8 @@ func tick() -> void:
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_tick_pickup_corpse(t)
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Toil.KIND_DEPOSIT_CORPSE:
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_tick_deposit_corpse(t)
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Toil.KIND_DEPOSIT_AT_WB:
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_tick_deposit_at_wb(t)
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if t.done:
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job.advance()
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@ -365,13 +367,46 @@ func _tick_deposit(t) -> void:
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t.done = true
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## Execute one tick of a DEPOSIT_AT_WB toil.
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##
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## Single-tick: transfers pawn.carried_item into the workbench's deposited_inputs
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## buffer (wb.add_deposited_input) without spawning the item on the floor.
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## This is leg-1 of a two-ingredient craft; leg-2 fetches ingredient2, then
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## _tick_craft validates the buffer before beginning the work countdown.
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##
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## Fails silently (t.done = true) if workbench is gone or pawn has nothing.
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func _tick_deposit_at_wb(t) -> void:
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var wb_path := NodePath(t.data.get("workbench", ""))
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var wb = get_tree().get_root().get_node_or_null(wb_path)
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if wb == null or not is_instance_valid(wb):
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Audit.log("job_runner", "%s deposit_at_wb: workbench gone — skipping" % pawn.pawn_name)
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t.done = true
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return
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if pawn.carried_item == null:
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Audit.log("job_runner", "%s deposit_at_wb: nothing to deposit" % pawn.pawn_name)
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t.done = true
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return
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var item = pawn.carried_item
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wb.add_deposited_input(item.item_type, item.stack_size)
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Audit.log(
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"job_runner",
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"%s deposit_at_wb: %s ×%d → workbench buffer" % [pawn.pawn_name, item.item_type, item.stack_size]
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)
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item.queue_free()
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pawn.carried_item = null
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t.done = true
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## Execute one tick of a CRAFT toil.
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##
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## First tick (started=false):
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## - Resolves the Workbench node from the stored NodePath. Missing → skip.
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## - Looks up the Bill at data["bill_index"]. Out-of-range → skip.
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## - Validates pawn position matches workbench.tile. Mismatch → skip.
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## - Validates pawn is carrying the correct ingredient type. Missing → skip.
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## - For recipes with ingredient_type: validates pawn is carrying it OR (for
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## two-ingredient recipes) validates wb.deposited_inputs has ingredient1
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## and pawn is carrying ingredient2.
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## - For no-ingredient recipes (ingredient_type == &""): no carry check.
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## - Calls wb.begin_craft(bill) to register the active bill + reset progress.
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## - Marks started=true and logs the craft start.
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##
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@ -379,7 +414,8 @@ func _tick_deposit(t) -> void:
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## - Calls wb.tick_craft() which increments current_work_progress and returns
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## true when bill.recipe.work_ticks is reached.
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## - On completion:
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## * Consumes the carried ingredient (queue_free + clear pawn slot).
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## * Consumes pawn.carried_item (ingredient or ingredient2); queue_free + clear.
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## * For two-ingredient recipes, also calls wb.consume_deposited_input for ing1.
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## * Rolls quality via QualityCalc.roll() using the pawn's skill level.
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## * Spawns an Item scene child of wb.get_parent() at wb.tile.
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## * Calls wb.on_craft_complete() (records bill completion + resets state).
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@ -414,13 +450,39 @@ func _tick_craft(t) -> void:
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t.done = true
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return
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if pawn.carried_item == null or pawn.carried_item.item_type != bill.recipe.ingredient_type:
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Audit.log(
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"job_runner",
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"%s craft: wrong or missing ingredient — skipping" % pawn.pawn_name
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)
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t.done = true
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return
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# Ingredient validation — three cases:
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# (a) No primary ingredient (ingredient_type == &""): skip carry checks.
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# (b) Single ingredient: pawn must be carrying ingredient_type.
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# (c) Two ingredients: wb.deposited_inputs must hold ingredient1,
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# pawn must be carrying ingredient2.
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var has_primary: bool = bill.recipe.ingredient_type != &""
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var has_secondary: bool = bill.recipe.ingredient2_type != &""
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if has_primary:
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if has_secondary:
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# Two-ingredient path: check buffer (ing1) + carry (ing2).
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if not wb.has_deposited_input(bill.recipe.ingredient_type, 1):
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Audit.log(
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"job_runner",
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"%s craft: ingredient1 not in workbench buffer — skipping" % pawn.pawn_name
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)
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t.done = true
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return
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if pawn.carried_item == null or pawn.carried_item.item_type != bill.recipe.ingredient2_type:
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Audit.log(
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"job_runner",
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"%s craft: wrong or missing ingredient2 — skipping" % pawn.pawn_name
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)
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t.done = true
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return
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else:
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# Single-ingredient path: pawn carries ingredient1.
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if pawn.carried_item == null or pawn.carried_item.item_type != bill.recipe.ingredient_type:
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Audit.log(
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"job_runner",
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"%s craft: wrong or missing ingredient — skipping" % pawn.pawn_name
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)
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t.done = true
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return
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# Register the bill with the workbench and reset its progress counter.
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wb.begin_craft(bill)
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@ -450,11 +512,18 @@ func _tick_craft(t) -> void:
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return
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var bill = wb.bills[bill_index]
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# Consume ingredient.
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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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# 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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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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if bill.recipe.ingredient2_type != &"":
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# ingredient2 was the carried item (consumed above); ingredient1 is in the buffer.
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wb.consume_deposited_input(bill.recipe.ingredient_type, 1)
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# Roll quality based on pawn skill for this recipe.
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var skill_level: int = pawn.get_skill(bill.recipe.required_skill)
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@ -7,9 +7,22 @@ class_name PlantProvider extends WorkProvider
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## Priority within plant work: harvest > sow.
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## A READY crop is always preferred over a TILLED one — getting food off the
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## plants before it is exposed to weather events matters more than replanting.
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## Harvest is checked first; sow is only attempted when no harvest work exists.
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##
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## The returned Job is a two-toil sequence:
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## walk_to(crop.tile) → interact(crop.get_path(), "on_harvest_tick" | "on_sow_tick")
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## Harvest Job (two toils):
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## walk_to(crop.tile) → interact(crop.get_path(), "on_harvest_tick")
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##
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## Sow Job (four toils):
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## walk_to(grain_item.tile) → pickup → walk_to(crop.tile)
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## → interact(crop.get_path(), "on_sow_tick")
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## The grain item is consumed by the INTERACT completion (on_sow_tick does
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## the stage transition; the pawn's carried item is cleared by the provider
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## by queuing a DROP toil after interact, or — simpler — on_sow_tick itself
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## does not free the item, so we add a consume step here).
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##
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## Seed item: Item.TYPE_GRAIN (&"grain") — universal MVP seed for all crop kinds.
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## Wheat/corn already produce grain on harvest. Potato/strawberry accept grain
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## as seed in the same way (MVP simplification noted in design.md).
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##
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## The INTERACT toil calls the action method once per sim tick. Both actions
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## complete in a single tick; the done-check in JobRunner._tick_interact fires
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@ -31,14 +44,27 @@ func _init() -> void:
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priority = 5
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## Returns a Job targeting the nearest READY crop, or null when none are ready.
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## Returns the nearest READY-harvest Job, or — when none exist — the nearest
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## sow Job, or null when no plant work is available.
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## `pawn` is duck-typed: must expose .tile (Vector2i).
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##
|
||||
## Phase 7 scope: harvest only. Sow work returns null (would loop infinitely
|
||||
## with harvest at the same priority — pawns would never craft / cook).
|
||||
## Phase 17 will add a separate SowProvider at a lower priority or expose
|
||||
## sow as a player-designation flow.
|
||||
func find_best_for(pawn) -> Job:
|
||||
# ── 1. Harvest pass — always wins over sow ───────────────────────────────
|
||||
var j := _find_harvest(pawn)
|
||||
if j != null:
|
||||
return j
|
||||
|
||||
# ── 2. Sow pass — only if no harvest work exists ─────────────────────────
|
||||
# Pawn must not already be carrying something (no double-carry).
|
||||
if pawn.carried_item != null:
|
||||
return null
|
||||
return _find_sow(pawn)
|
||||
|
||||
|
||||
# ── private helpers ───────────────────────────────────────────────────────────
|
||||
|
||||
## Scan World.crops for the nearest harvestable (READY) crop and build a job.
|
||||
## Returns null when nothing is ready.
|
||||
func _find_harvest(pawn) -> Job:
|
||||
var best = null
|
||||
var best_dist: int = 999999
|
||||
|
||||
|
|
@ -61,3 +87,72 @@ func find_best_for(pawn) -> Job:
|
|||
j.toils.append(Toil.walk_to(best.tile))
|
||||
j.toils.append(Toil.interact(best.get_path(), &"on_harvest_tick"))
|
||||
return j
|
||||
|
||||
|
||||
## Scan World.crops for the nearest sowable (TILLED) crop, find a reachable
|
||||
## grain item to use as seed, and build a 4-toil sow job.
|
||||
## Returns null when no sowable tile or no grain exists.
|
||||
func _find_sow(pawn) -> Job:
|
||||
# Find the nearest sowable crop the pawn can reach.
|
||||
var best_crop = null
|
||||
var best_crop_dist: int = 999999
|
||||
|
||||
for crop in World.crops:
|
||||
if not crop.is_sowable():
|
||||
continue
|
||||
if Job.is_target_taken_by_other(crop, pawn):
|
||||
continue
|
||||
# Reachability pre-check — mirrors HaulingProvider / EatProvider pattern.
|
||||
if pawn.tile != crop.tile and World.pathfinder != null:
|
||||
if World.pathfinder.find_path(pawn.tile, crop.tile).is_empty():
|
||||
continue
|
||||
var d: int = abs(crop.tile.x - pawn.tile.x) + abs(crop.tile.y - pawn.tile.y)
|
||||
if d < best_crop_dist:
|
||||
best_crop_dist = d
|
||||
best_crop = crop
|
||||
|
||||
if best_crop == null:
|
||||
return null
|
||||
|
||||
# Find the nearest free grain item in the world.
|
||||
var best_grain = null
|
||||
var best_grain_dist: int = 999999
|
||||
|
||||
for it in World.items:
|
||||
if it.item_type != Item.TYPE_GRAIN:
|
||||
continue
|
||||
if it.being_carried:
|
||||
continue
|
||||
# Reachability pre-check for the grain item too.
|
||||
if pawn.tile != it.tile and World.pathfinder != null:
|
||||
if World.pathfinder.find_path(pawn.tile, it.tile).is_empty():
|
||||
continue
|
||||
var d: int = abs(it.tile.x - pawn.tile.x) + abs(it.tile.y - pawn.tile.y)
|
||||
if d < best_grain_dist:
|
||||
best_grain_dist = d
|
||||
best_grain = it
|
||||
|
||||
if best_grain == null:
|
||||
return null
|
||||
|
||||
var j := Job.new()
|
||||
j.label = "Sow %s at %s" % [best_crop.crop_kind, best_crop.tile]
|
||||
j.target_node = best_crop
|
||||
# Walk to the grain, pick it up, walk to the crop tile, sow.
|
||||
# on_sow_tick() transitions the crop TILLED → SOWN; after the interact toil
|
||||
# the pawn still carries the consumed grain. A trailing DROP toil deposits
|
||||
# it at the pawn's current tile (which is the crop tile); the item simply
|
||||
# falls on the ground and HaulingProvider re-hauls it. This is intentional
|
||||
# MVP behaviour — the player sees the seed "planted" and any excess grain is
|
||||
# returned to the floor for hauling. A future refinement can consume it
|
||||
# outright by adding a CONSUME toil kind to JobRunner.
|
||||
j.toils.append(Toil.walk_to(best_grain.tile))
|
||||
j.toils.append(Toil.pickup())
|
||||
j.toils.append(Toil.walk_to(best_crop.tile))
|
||||
j.toils.append(Toil.interact(best_crop.get_path(), &"on_sow_tick"))
|
||||
# Deposit the consumed grain at the crop tile so HaulingProvider can route
|
||||
# it back to a stockpile. MVP simplification: the seed is not destroyed on
|
||||
# sow — it becomes a floor item. A future CONSUME toil kind in JobRunner
|
||||
# would burn the item in-place without spawning a floor stack.
|
||||
j.toils.append(Toil.deposit())
|
||||
return j
|
||||
|
|
|
|||
|
|
@ -19,6 +19,7 @@ enum Kind {
|
|||
DOWNED, ## Cannot act; rescue required. Cleared when HP >= revive threshold.
|
||||
WET, ## Phase 12 — outdoor rain accumulation; drives Damp/Soaked mood thoughts.
|
||||
COLD, ## Phase 12 — winter/cold-snap accumulation; drives Cold mood thought.
|
||||
SICK, ## Phase 17 — illness; work speed penalty + mood drain until treated or duration expires.
|
||||
}
|
||||
|
||||
## PERSISTENT statuses remain until an external system clears them (e.g. Downed
|
||||
|
|
|
|||
|
|
@ -7,7 +7,7 @@ class_name StatusCatalog
|
|||
##
|
||||
## Phase 9 ships: bleeding(), downed().
|
||||
## Phase 12 ships: wet(), cold().
|
||||
## Phase 17 will add: sick(), infected().
|
||||
## Phase 17 ships: sick(). infected() is post-MVP.
|
||||
##
|
||||
## Usage pattern:
|
||||
## pawn.add_status(StatusCatalog.bleeding(2))
|
||||
|
|
@ -109,3 +109,21 @@ static func cold(severity: int = 1) -> Status:
|
|||
s.max_severity = 3
|
||||
s.lifetime = Status.Lifetime.PERSISTENT
|
||||
return s
|
||||
|
||||
|
||||
## Returns a Sick status at the given severity (1 = Mild, 2 = Moderate, 3 = Severe).
|
||||
## Severity is clamped to [1, 3]. Lifetime is EVENT — ticks_remaining drives
|
||||
## self-clear after the illness duration. Doctor treatment clears it early.
|
||||
## At severity 1: ~1 in-game day (4800 ticks at 20 Hz).
|
||||
## At severity 2: ~2 in-game days. At severity 3: ~3 in-game days.
|
||||
## Pawn._process_statuses() should apply a work-speed penalty while SICK is active.
|
||||
static func sick(severity: int = 1) -> Status:
|
||||
var s := Status.new()
|
||||
s.id = &"sick"
|
||||
s.kind = Status.Kind.SICK
|
||||
s.label = "Sick"
|
||||
s.severity = clampi(severity, 1, 3)
|
||||
s.max_severity = 3
|
||||
s.lifetime = Status.Lifetime.EVENT
|
||||
s.ticks_remaining = 4800 * s.severity # scales with severity
|
||||
return s
|
||||
|
|
|
|||
|
|
@ -280,6 +280,51 @@ static func cremated_friend() -> Thought:
|
|||
return t
|
||||
|
||||
|
||||
## ── Phase 17 — Storyteller event thoughts ──────────────────────────────────
|
||||
|
||||
## Positive mood boost after surviving a full year. Applied colony-wide by the
|
||||
## "one_year_survived" milestone event.
|
||||
## modifier=+6, max_stacks=1, EVENT, ~2 in-game days (9600 ticks at 20 Hz).
|
||||
static func we_made_it() -> Thought:
|
||||
var t := Thought.new()
|
||||
t.id = &"we_made_it"
|
||||
t.label = "We made it through a year"
|
||||
t.modifier = 6
|
||||
t.lifetime = Thought.Lifetime.EVENT
|
||||
t.ticks_remaining = 9600
|
||||
t.max_stacks = 1
|
||||
return t
|
||||
|
||||
|
||||
## Negative mood penalty after the colony turned away refugees.
|
||||
## Applied colony-wide by the "refugee_family" wanderer event (refuse branch).
|
||||
## modifier=-4, max_stacks=1, EVENT, ~1 in-game day (4800 ticks at 20 Hz).
|
||||
static func refused_refugees() -> Thought:
|
||||
var t := Thought.new()
|
||||
t.id = &"refused_refugees"
|
||||
t.label = "We turned away the refugees"
|
||||
t.modifier = -4
|
||||
t.lifetime = Thought.Lifetime.EVENT
|
||||
t.ticks_remaining = 4800
|
||||
t.max_stacks = 1
|
||||
return t
|
||||
|
||||
|
||||
## Positive mood boost when a newcomer joins the colony.
|
||||
## Applied colony-wide (including the new pawn, after they are registered)
|
||||
## by wanderer-accept events.
|
||||
## modifier=+3, max_stacks=1, EVENT, ~1 in-game day (4800 ticks at 20 Hz).
|
||||
static func hopeful_newcomer() -> Thought:
|
||||
var t := Thought.new()
|
||||
t.id = &"hopeful_newcomer"
|
||||
t.label = "A new face among us"
|
||||
t.modifier = 3
|
||||
t.lifetime = Thought.Lifetime.EVENT
|
||||
t.ticks_remaining = 4800
|
||||
t.max_stacks = 1
|
||||
return t
|
||||
|
||||
|
||||
## Strong negative mood while a rotting corpse is present in the colony.
|
||||
## PERSISTENT: synced from World.corpses each tick by Pawn._process_thoughts.
|
||||
## Stacks up to 3 (severity scales with the number of rotting corpses, capped
|
||||
|
|
|
|||
|
|
@ -25,6 +25,7 @@ const KIND_TREAT: StringName = &"treat" # Multi-tick: apply medicine unt
|
|||
const KIND_CLEAN: StringName = &"clean" # Multi-tick: reduce dirt on a tile until clean (Phase 13 Cleaning category)
|
||||
const KIND_PICKUP_CORPSE: StringName = &"pickup_corpse" # Phase 14: pick up a Corpse entity at pawn.tile into pawn.carried_item
|
||||
const KIND_DEPOSIT_CORPSE: StringName = &"deposit_corpse" # Phase 14: deliver pawn.carried_item (Corpse) into a GraveSlot at pawn.tile
|
||||
const KIND_DEPOSIT_AT_WB: StringName = &"deposit_at_wb" # Multi-ingredient: stash pawn.carried_item into the workbench's deposited_inputs buffer
|
||||
|
||||
var kind: StringName = KIND_IDLE
|
||||
## Toil-specific params — all values must be int, float, bool, String, Dict, or Array.
|
||||
|
|
@ -225,6 +226,20 @@ static func deposit_corpse() -> Toil:
|
|||
return t
|
||||
|
||||
|
||||
## Stash pawn.carried_item into the workbench's deposited_inputs buffer.
|
||||
## Used as the first leg of a two-ingredient craft: pawn carries ingredient1
|
||||
## here, deposits it into the workbench's buffer, then fetches ingredient2.
|
||||
## `workbench_path` is the NodePath of the Workbench entity (String, JSON-safe).
|
||||
##
|
||||
## data keys:
|
||||
## "workbench" — String(workbench_path)
|
||||
static func deposit_at_wb(workbench_path: NodePath) -> Toil:
|
||||
var t := Toil.new()
|
||||
t.kind = KIND_DEPOSIT_AT_WB
|
||||
t.data = {"workbench": String(workbench_path)}
|
||||
return t
|
||||
|
||||
|
||||
## Timed crafting action at a Workbench.
|
||||
## `workbench_path` is the NodePath of the Workbench entity (stored as String for JSON safety).
|
||||
## `bill_index` is the index into workbench.bills that this toil should run.
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue