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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@ -180,10 +180,11 @@ func _build_designate_tab() -> Control:
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var flow := _make_flow_grid()
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box.add_child(flow)
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_add_tool_btn(flow, Strings.t(&"tool.chop"), &"chop", func() -> void: _activate(&"chop", &"", Strings.t(&"tool.chop")))
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_add_tool_btn(flow, Strings.t(&"tool.mine"), &"mine", func() -> void: _activate(&"mine", &"", Strings.t(&"tool.mine")))
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_add_tool_btn(flow, Strings.t(&"tool.dig_grave"),&"dig_grave", func() -> void: _activate(&"dig_grave", &"", Strings.t(&"tool.dig_grave")))
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_add_tool_btn(flow, Strings.t(&"tool.no_roof"), &"no_roof", func() -> void: _activate(&"no_roof", &"", Strings.t(&"tool.no_roof")))
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_add_tool_btn(flow, Strings.t(&"tool.chop"), &"chop", func() -> void: _activate(&"chop", &"", Strings.t(&"tool.chop")))
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_add_tool_btn(flow, Strings.t(&"tool.mine"), &"mine", func() -> void: _activate(&"mine", &"", Strings.t(&"tool.mine")))
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_add_tool_btn(flow, Strings.t(&"tool.dig_grave"), &"dig_grave", func() -> void: _activate(&"dig_grave", &"", Strings.t(&"tool.dig_grave")))
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_add_tool_btn(flow, Strings.t(&"tool.no_roof"), &"no_roof", func() -> void: _activate(&"no_roof", &"", Strings.t(&"tool.no_roof")))
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_add_tool_btn(flow, Strings.t(&"tool.plant_tree"), &"plant_tree", func() -> void: _activate(&"plant_tree", &"", Strings.t(&"tool.plant_tree")))
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return box
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@ -237,6 +238,12 @@ func _build_build_tab() -> Control:
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&"build_workbench_cremation_pyre",
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func() -> void: _activate(&"build_workbench_cremation_pyre", &"", Strings.t(&"tool.workbench_cremation_pyre")))
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# Quarry — must be painted on a stone outcrop (BigRockNode); world.gd
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# rejects placements on plain ground.
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_add_tool_btn(flow, Strings.t(&"tool.paint_quarry"),
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&"paint_quarry",
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func() -> void: _activate(&"paint_quarry", &"", Strings.t(&"tool.paint_quarry")))
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return box
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