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.
This commit is contained in:
megaproxy 2026-05-16 16:36:16 +01:00
parent 296894ff7a
commit d98d2c2425
20 changed files with 716 additions and 38 deletions

View file

@ -111,6 +111,21 @@ static func cremate_corpse() -> Recipe:
return r
## Quarry workbench — no input, produces 1 stone per work cycle. Used by the
## QuarryWorkbench placed on a BigRockNode for renewable stone supply.
static func quarry_stone() -> Recipe:
var r := Recipe.new()
r.id = &"quarry_stone"
r.label = "Quarry stone"
r.ingredient_type = &"" # no input
r.ingredient_count = 0
r.output_type = Item.TYPE_STONE
r.work_ticks = 300
r.required_skill = &"manual_labor"
r.skill_threshold = 0
return r
## Returns one fresh instance of every recipe in the catalog. Used by UI
## recipe-pickers to enumerate available bills; callers filter by
## `recipe.required_skill` against the workbench's `accepted_skill`.
@ -122,4 +137,5 @@ static func all() -> Array[Recipe]:
bread(),
meal_from_vegetables(),
cremate_corpse(),
quarry_stone(),
]