Renewable resources: tree growth + WildGrowth + Quarry on BigRockNode
Trees: 4 growth stages (Sapling→Young→Growing→Mature), only Mature yields wood. WildGrowth ticker fires every in-game hour; rejection- samples grass tiles and plants a sapling with ~30% probability (capped at MAP_TREE_LIMIT=60). New `paint_plant_tree` designation lets the player manually plant — ghost sapling registered as a build_site that ConstructionProvider fulfils. Stage round-trips through save/load. Initial seed mixes 4 saplings + 6 mature so growth is visible day 1. Quarry: new BigRockNode entity (2×2 permanent stone outcrop, never depletes). 3 nodes seeded far from cabin. New QuarryWorkbench (extends Workbench, auto-FOREVER `quarry_stone` bill, recipe drops 1 stone per 300 work-ticks). New `paint_quarry` designation only accepts BigRockNode tiles. CraftingProvider now supports recipes with `ingredient_count == 0` — skips ingredient-fetch and goes straight to walk+craft toils. Recipe gains `ingredient_count` field (defaults 0). Save/load layering: big_rock_node spawns at priority 0 (same as rock/tree), quarry_workbench at priority 2 (after the node). UI: Plant tree + Build quarry buttons added to Build drawer. build_drawer_thumb gains `plant_tree` (sapling sprout in dirt) and `paint_quarry` (stone block + chisel + cut-stone pile) shapes. inspect_tooltip recognises BigRockNode + shows tree growth stage on hover. Delegation: gdscript-refactor (Sonnet ×2) for trees full impl + quarry skeleton; quick-edit (Haiku) for CraftingProvider no-ingredient plumbing + TopBar polish; integration handled on Opus.
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20 changed files with 716 additions and 38 deletions
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@ -111,6 +111,21 @@ static func cremate_corpse() -> Recipe:
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return r
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## Quarry workbench — no input, produces 1 stone per work cycle. Used by the
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## QuarryWorkbench placed on a BigRockNode for renewable stone supply.
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static func quarry_stone() -> Recipe:
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var r := Recipe.new()
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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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r.skill_threshold = 0
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return r
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## Returns one fresh instance of every recipe in the catalog. Used by UI
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## recipe-pickers to enumerate available bills; callers filter by
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## `recipe.required_skill` against the workbench's `accepted_skill`.
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@ -122,4 +137,5 @@ static func all() -> Array[Recipe]:
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bread(),
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meal_from_vegetables(),
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cremate_corpse(),
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quarry_stone(),
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]
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