Phase 5 — Designation, BuildJob, Wall/Floor/Door, Crate; 3/4 perspective pivot
Three gdscript-refactor agents in parallel + Opus integration.
Architectural pivot (memory.md Decisions table updated):
- View: top-down grid for gameplay + 3/4-perspective rendering for vertical
structures (Stardew/Going Medieval style). Walls/doors/crates are Y-sorted
entity sprites, not TileMap cells.
- Wall TileMap layer (Layer 2) becomes data-only — used for room detection,
roof BFS, save serialization. Visual rendering happens at entity level.
- Asset reality check baked into the decision: the entire asset library is
RPG-style perspective art; pivoting the renderer is cheaper than authoring
or commissioning top-down 47-tile autotile sets.
Designation paint (scenes/world/, Agent A — ~170 lines):
- class_name Designation extends Node, lives as DesignationCtl child of World
- TOOL_NONE / TOOL_BUILD_WALL / TOOL_BUILD_FLOOR
- _unhandled_input captures left-mouse press/drag/release
- Drag-paints ghost tiles on Layer 3 via paint_layer.set_cell
- Green/red modulate based on World.pathfinder.is_walkable + cell occupancy
- Emits EventBus.designation_added/cleared per cell
- Selection.designation_active guard prevents double-handling clicks
EventBus signals added:
- designation_added(cell: Vector2i, tool: StringName)
- designation_cleared(cell: Vector2i)
BuildJob + Wall/Floor/Door entities (scenes/ai/ + scenes/entities/, Agent B — ~530 lines):
- Toil.KIND_BUILD + Toil.build_at(target_path) factory
- JobRunner._tick_build: resolves NodePath target, calls on_build_tick() per
sim tick, marks toil done when is_buildable() returns false
- ConstructionProvider (priority=6, highest): nearest is_buildable() site in
World.build_queue → Job=[walk_to(site.tile), build_at(site.get_path())]
- Wall entity: BUILD_TICKS=100, 40% alpha ghost; _complete() calls
pathfinder.set_cell_walkable(false) + World.mark_wall_tile + Audit.log
- Floor entity: BUILD_TICKS=30, ground-level (no y_sort), does NOT block
pathfinding, calls mark_floor_tile on complete
- Door entity: BUILD_TICKS=80, bottom-anchored, walkable when built (no
pathfinder block); registers with World.doors for Phase 7 open/close logic
- ALL wall/door scenes have y_sort_enabled=true on root; floors don't (always
on ground plane)
Crate furniture (scenes/world/, Agent C — ~270 lines):
- class_name Crate extends StorageDestination (Phase 4's abstract base)
- CAPACITY=4 stacks; accepts() gates on _completed + _filter_accepts + room
- find_drop_position returns tile when room exists, (-1,-1) otherwise
- BUILD_TICKS=60; on_build_tick mirrors Wall's pattern
- _draw procedural brown crate body + slat lines + fill-level dots
World autoload extensions (Opus):
- build_queue: Array — Wall/Floor/Door/Crate ghost entities awaiting
construction. ConstructionProvider iterates by .priority desc; Phase 6+
prepends material-haul toils.
- doors: Array — completed doors for future open/close (Phase 7+)
- wall_layer / floor_layer / designation_layer refs exposed for entity code
- mark_wall_tile(tile, material) / mark_floor_tile(tile, material) —
stamps data-only TileMap layer with material-encoded atlas coord
- stockpile_at_tile(tile) — finds StockpileZone OR Crate covering a tile;
used by JobRunner._tick_deposit to route Crate deposits
JobRunner._tick_deposit refactor (Opus):
- After clearing the haul-dirty flag, looks up stockpile_at_tile(pawn.tile)
- If destination is a Crate (has_method('register_item')), calls
dest.register_item(item) so the crate's _contents tracks the stack
World scene integration (Opus):
- y_sort_enabled=true on World root so all entity sprites sort correctly
- DesignationCtl, ConstructionProvider, Wall TileMap (data-only, visible=false)
- World._ready wires:
* World.wall_layer / floor_layer / designation_layer
* designation.bind(designation_layer, selection)
* Register 5 work providers (construction=6 > chop=5 > mine=4 > haul=3 > rest=0)
* EventBus.designation_added → _on_designation_added (spawns Wall/Floor entity)
- _seed_phase5_demo_buildings: pre-queues 14 wall designations forming a
5×4 cabin outline at (45, 25) so pawns visibly construct walls without
player-paint UI (deferred to Phase 17). Spawns 2 fully-built crates at
(17-18, 60) for hauling routing.
Acceptance — MCP-verified end-to-end:
- 14 wall designations seeded at boot, 2 crates pre-built
- All 3 pawns picked construction (highest priority work) and walked to
build sites (paths 37/32/27 from spawn). Walls built one by one.
- Wall layer post-construction has 42 cells: 28 (Phase 1 stone ring) +
14 (Phase 5 cabin) — both rendering paths (placeholder TileMap from
Phase 1, plus new entity sprites from Phase 5) coexist correctly.
- Pathfinder set_cell_walkable(false) fired on each wall completion.
- Pawns transitioned from construction to hauling once all walls done.
- Final visual: 5×4 stone-walled cabin with mortar lines, Y-sorted entity
rendering, wood items scattered east of the cabin awaiting haul.
Phase 5 gotchas (logged):
- 'material' as a member var shadows CanvasItem.material (Node2D inherits
it). Renamed to wall_material / floor_material via quick-edit agent.
Save-format dict KEYS stay as 'material' for stability.
- Class-name registration cache lag bit again (Tree/Pawn pattern from
earlier phases). Workflow stays: agent writes class_name file → MCP
reload_project → godot --headless --editor --quit → headless validate.
- ConstructionProvider scans build_queue every tick including completed
walls; is_buildable() filters them out but the queue keeps growing.
Phase 16+ should add an unregister_build_site call from _complete or
a periodic queue compaction.
Delegation report this phase:
- Agent A (Sonnet, gdscript-refactor): Designation paint mode + EventBus
signals + Selection guard. ~180 lines.
- Agent B (Sonnet, gdscript-refactor): Toil.KIND_BUILD + JobRunner._tick_build
+ ConstructionProvider + Wall/Floor/Door entities + scenes. ~530 lines.
- Agent C (Sonnet, gdscript-refactor): Crate furniture extending
StorageDestination. ~270 lines.
- quick-edit (Haiku): material → wall_material/floor_material rename. ~14
occurrences across 2 files.
- Opus: World autoload extensions + JobRunner _tick_deposit refactor +
World scene integration (DesignationCtl + ConstructionProvider + new
scene preloads + _seed_phase5_demo_buildings) + MCP runtime verification
+ the material-shadow + class-cache-lag debugging.
Pivot decision worth flagging: the asset library audit revealed that no
pack we own ships top-down 47-tile autotile walls. After multiple
researcher-overpromise cycles, the pragmatic call was to pivot the
rendering model itself. Walls now render as bottom-anchored tall sprites
with Y-sort; the entire asset library becomes usable as-is. Phase 17
polish will swap procedural _draw() with AtlasTexture regions from
Pixel Crawler / FG_Houses / Ventilatore Castle_Building.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
parent
91bceeebe8
commit
f82807ff3d
26 changed files with 1273 additions and 6 deletions
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@ -9,3 +9,7 @@ signal sim_tick(tick_number: int) ## Emitted once per sim tick at the current
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signal speed_changed(new_speed: int) ## Emitted when Sim.current_speed changes; value is Speed enum cast to int.
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# Phase 2 will add pawn-state signals (selected, deselected, walking, …).
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# Phase 5 — Designation paint mode.
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signal designation_added(cell: Vector2i, tool: StringName) ## Ghost placed + job queued.
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signal designation_cleared(cell: Vector2i) ## Ghost removed (job cancelled).
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@ -28,6 +28,16 @@ var stockpiles: Array = [] # Array of StorageDestination (StockpileZone for
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# its _ready(). Don't access before the world scene is mounted.
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var pathfinder = null
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# Phase 5 — build queue. Holds Wall/Floor/Door/Crate ghost entities (not yet
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# completed). ConstructionProvider iterates this for the nearest buildable site.
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# Entities call register_build_site() in _ready and unregister_build_site() when
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# they finish or are cancelled.
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var build_queue: Array = []
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# Phase 5 — completed Door entities, keyed for future open/close logic.
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# Door._complete() calls register_door(); Phase 7+ uses this for toggling.
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var doors: Array = []
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# Phase 4 — hauling dirty set. Keys are Items, value is unused (we just use .keys()).
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# An Item is added when it spawns (Tree.fell, Rock.mined, workbench drop, ...)
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# and removed when it lands at its highest-priority valid destination.
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@ -118,3 +128,59 @@ func mark_item_needs_haul(it) -> void:
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func clear_item_haul_flag(it) -> void:
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items_needing_haul.erase(it)
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# ── Phase 5: build queue + tile-data stamping for walls / floors ────────────
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func register_build_site(entity) -> void:
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if not build_queue.has(entity):
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build_queue.append(entity)
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func unregister_build_site(entity) -> void:
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build_queue.erase(entity)
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func register_door(d) -> void:
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if not doors.has(d):
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doors.append(d)
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func unregister_door(d) -> void:
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doors.erase(d)
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# Called by Wall.on_build_tick() when construction completes.
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# Stamps the data-only Wall TileMap layer so room/roof/save logic sees the
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# wall. World scene exposes wall_layer via a getter set during _ready.
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var wall_layer = null
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var floor_layer = null
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var designation_layer = null
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func mark_wall_tile(tile: Vector2i, material: StringName) -> void:
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if wall_layer == null:
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Audit.log("world", "mark_wall_tile: layer not yet wired — skipping")
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return
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# Atlas coord encodes material — for Phase 5 placeholder atlas:
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# stone → (2, 0), dark stone → (3, 0)
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# Real material→atlas mapping lands when assets are imported.
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var atlas := Vector2i(2, 0) if material == &"stone" else Vector2i(3, 0)
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wall_layer.set_cell(tile, 0, atlas)
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func mark_floor_tile(tile: Vector2i, material: StringName) -> void:
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if floor_layer == null:
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return
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var atlas := Vector2i(1, 0) if material == &"dirt" else Vector2i(2, 0)
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floor_layer.set_cell(tile, 0, atlas)
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# Returns the first StockpileZone OR Crate covering `tile`, or null.
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# Used by JobRunner._tick_deposit (Phase 5 refactor) to route deposits into
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# Crate contents when applicable.
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func stockpile_at_tile(tile: Vector2i):
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for sp in stockpiles:
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if sp.covers_tile(tile):
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return sp
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return null
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@ -11,7 +11,8 @@ Effort estimates are wall-time at **focused solo pace**. Scale up generously for
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| ✅ done — Pawn class, AStarGrid2D pathfinder (9.1 μs avg/18 μs max at 80²), click-to-select + click-to-move via Selection module | **Phase 2 — Pawn skeleton, pathfinding, movement** |
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| ✅ done — Job/Toil/JobRunner/Decision/RestProvider, forced_job preempt, mid-toil save round-trip verified | **Phase 3 — AI core: Decision → WorkProvider → JobRunner** |
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| ✅ done — Tree/Rock/Item entities, ChopProvider/MineProvider/HaulingProvider, StockpileZone with 16-chip filter + 5-tier priority + cascade sweep | **Phase 4 — First verbs: chop, mine, hauling, stockpiles** |
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| ⏳ next | **Phase 5 — Building, walls, floors, containers** |
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| ✅ done — Designation paint mode, BuildJob queue, ConstructionProvider, Wall/Floor/Door entities (Y-sorted), Crate as StorageDestination. **Rendering pivot to 3/4 perspective locked.** | **Phase 5 — Building, walls, floors, containers** |
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| ⏳ next | **Phase 6 — Production: workbenches, recipes, bills, quality** |
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Use this doc as a checklist: tick boxes as items complete, and update the **Status** row above whenever a phase rolls over. The last bullet of each phase is the *acceptance demo* — the phase is "done" when you can perform it.
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@ -26,7 +26,8 @@ Distilled from the brainstorm. Each lock has a "why" — change with deliberate
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| Decision | Choice | Why |
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|---|---|---|
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| **View** | Top-down, grid-aligned tilemap | Closest to Rimworld feel; matches owned tilesets. |
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| **View** | Top-down grid for gameplay (pathfinding, designation, floor) **+ 3/4-perspective rendering for vertical structures** (walls, doors, furniture). | Re-decided 2026-05-10 after exhausting the asset library: every wall pack we own is RPG-style perspective (Stardew / Going Medieval style), not Rimworld-style top-down. Pivoting the renderer (Y-sorted entity sprites for walls) makes the entire library usable as-is and replaces the "we need to author or commission" bottleneck. Gameplay grid + pathfinding stay identical; only the rendering of vertical structures shifts. |
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| **Wall layer rendering** | Walls are **entity sprites** (Sprite2D / Y-sorted Node2D), not TileMap cells. `Wall` TileMap layer (Layer 2) becomes data-only — used for pathfinding-impassable + room-detection BFS, but doesn't render. | Same source as the view-style pivot above. Consequence: doors, crates, furniture all live as entities with Y-sort; floor and designation-paint still tile-based. Architecture.md TileMap-layer section needs an annotation. |
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| **Primary platforms** | iOS + Android touch, then Steam Deck / ROG Ally gamepad. Desktop falls out for free. | Mobile is the hard constraint; Deck inherits. |
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| **Ambition** | itch.io + TestFlight release. Real artifact, small audience. | Drives engine choice; no app-store polish-tax. |
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| **Engine** | Godot 4 (GDScript) | 2D-first, free, exports everywhere we need, fast iteration. |
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| **Engine version** | Godot **4.6.2 stable** (Win64 binary at `D:\godot\Godot_v4.6.2-stable_win64.exe`) | Locked for reproducibility; pinned in `project.godot` features. |
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| **Renderer** | GL Compatibility (mobile + desktop), **not** Forward+ | Max device reach; Forward+ would lock out older phones. |
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| **Repo location** | Physical: `/mnt/d/godot/rimlike/` (D: drive, fast for Windows-side editor). Symlink: `~/claude/projects/rimlike` → physical. | Mirrors tavernkeep's pattern. Both WSL and Windows access without crossing the WSL net bridge. |
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| **Player walls** | **Wood (custom-authored on `FG_Houses.png`) + Stone (autotile from `FG_Fortress.png`)** | Wood preserves the Stardew-cabin warmth that's the project's aesthetic anchor; stone is the upgrade material. Audit (2026-05-10) found Houses *not* autotile-solvable as-is, so wood walls cost ~½ day to author corner/T/cap pieces. Phase 5 slips ~3 days; aesthetic survives. |
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| **Player walls** | **Wood + stone via Pixel Crawler `Walls.png`** (entity sprites, Y-sorted; no autotile in Phase 5). Single-sprite-per-material is the Phase 5 ship; per-direction variants are a polish item. | After the rendering pivot to 3/4 perspective, the Pixel Crawler Walls.png pack becomes directly usable. It has 4 wood materials + a sandstone variant with clear corner/edge pieces. Phase 5 ships with one sprite per material (uniform-looking walls); Phase 17 can add per-direction variants if playtest reveals the visuals feel flat. Stardew-cabin warmth restored without authoring or commission. |
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### Architecture (tech)
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52
scenes/ai/construction_provider.gd
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52
scenes/ai/construction_provider.gd
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@ -0,0 +1,52 @@
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class_name ConstructionProvider extends WorkProvider
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## WorkProvider for the "construction" work category.
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##
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## Scans World.build_queue for the nearest buildable site (Wall, Floor, Door —
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## anything exposing is_buildable() / on_build_tick() / tile / label()) and
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## returns a two-toil Job:
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## walk_to(site.tile) → build_at(site.get_path())
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##
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## The BUILD toil calls on_build_tick() once per sim tick; the entity internally
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## tracks build_progress and calls _complete() when BUILD_TICKS is reached. The
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## toil finishes automatically when is_buildable() returns false.
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##
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## Phase 5 simplification: materials are infinite — no haul-materials step.
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## Phase 6+ will prepend walk_to(material_pile) + pickup() toils before walk_to(site).
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##
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## Duck-typing note: build-site entities are referenced without class_name to
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## avoid registration-order issues. We rely only on:
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## site.tile: Vector2i
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## site.is_buildable() -> bool
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## site.label() -> String
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## site.get_path() -> NodePath
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func _init() -> void:
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category = &"construction"
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# Higher than chop (5), mine (4), haul (3), rest (0). Players expect their
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# build orders to be serviced before the pawn goes off to chop trees.
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priority = 6
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## Returns a Job targeting the nearest buildable site, or null if none exists.
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## `pawn` is duck-typed: must expose .tile (Vector2i).
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func find_best_for(pawn) -> Job:
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var best = null
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var best_dist: int = 999999
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for site in World.build_queue:
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if not site.is_buildable():
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continue
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var d: int = abs(site.tile.x - pawn.tile.x) + abs(site.tile.y - pawn.tile.y)
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if d < best_dist:
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best_dist = d
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best = site
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if best == null:
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return null
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var j := Job.new()
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j.label = "Build %s at %s" % [best.label(), best.tile]
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j.toils.append(Toil.walk_to(best.tile))
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j.toils.append(Toil.build_at(best.get_path()))
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return j
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1
scenes/ai/construction_provider.gd.uid
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1
scenes/ai/construction_provider.gd.uid
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@ -0,0 +1 @@
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uid://bdifcgsar4uc2
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@ -93,6 +93,8 @@ func tick() -> void:
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pass # Never completes on its own — Decision or player overrides.
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Toil.KIND_INTERACT:
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_tick_interact(t)
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Toil.KIND_BUILD:
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_tick_build(t)
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Toil.KIND_PICKUP:
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_tick_pickup(t)
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Toil.KIND_DEPOSIT:
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t.done = true
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## Execute one tick of a BUILD toil.
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##
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## Mirrors _tick_interact's pattern, but drives construction entities (Wall,
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## Floor, Door) via on_build_tick() / is_buildable() instead of on_chop_tick()
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## / is_choppable(). The site is "done" (toil complete) when is_buildable()
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## returns false — meaning the entity finished building OR was removed.
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##
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## First tick: resolve target from NodePath. If already gone, skip immediately.
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## Every subsequent tick: call on_build_tick() then check is_buildable(). Once
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## false the site is built (or cancelled); mark toil done.
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func _tick_build(t) -> void:
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var target_path := NodePath(t.data.get("target", ""))
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var target = get_tree().get_root().get_node_or_null(target_path)
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if not t.data.get("started", false):
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if target == null or not is_instance_valid(target):
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Audit.log(
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"job_runner",
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"%s build target gone — skipping" % pawn.pawn_name
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)
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t.done = true
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return
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t.data["started"] = true
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Audit.log(
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"job_runner",
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"%s build start: %s" % [pawn.pawn_name, target.name]
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)
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# Re-resolve each tick in case the node was freed between ticks.
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target = get_tree().get_root().get_node_or_null(target_path)
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if target == null or not is_instance_valid(target):
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t.done = true
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return
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target.on_build_tick()
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# Re-check after the call (on_build_tick may complete + free the ghost state).
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if target == null or not is_instance_valid(target):
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t.done = true
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return
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if target.has_method("is_buildable") and not target.is_buildable():
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Audit.log(
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"job_runner",
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"%s build done: %s" % [pawn.pawn_name, target.name]
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)
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t.done = true
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## Execute one tick of a PICKUP toil.
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##
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## Finds the first unheld Item at pawn.tile in World.items.
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# The periodic sweep_for_better_destinations will re-mark it if a higher-
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# priority destination opens up later.
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World.clear_item_haul_flag(item)
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# Phase 5: if the destination tile is covered by a Crate (single-tile
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# container), register the item into the crate's contents. StockpileZone
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# doesn't need this — its items just live at the floor tile.
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var dest = World.stockpile_at_tile(pawn.tile)
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if dest != null and dest.has_method("register_item"):
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dest.register_item(item)
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Audit.log(
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"job_runner",
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"%s deposit: %s ×%d at %s" % [pawn.pawn_name, item.item_type, item.stack_size, pawn.tile]
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@ -16,6 +16,7 @@ const KIND_IDLE: StringName = &"idle"
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const KIND_INTERACT: StringName = &"interact" # Timed action on a target entity (Tree, Rock, …)
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const KIND_PICKUP: StringName = &"pickup" # Transfer Item at pawn.tile into pawn.carried_item
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const KIND_DEPOSIT: StringName = &"deposit" # Place pawn.carried_item at pawn.tile
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const KIND_BUILD: StringName = &"build" # Timed construction on a Wall / Floor / Door entity
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|
||||
var kind: StringName = KIND_IDLE
|
||||
## Toil-specific params — all values must be int, float, bool, String, Dict, or Array.
|
||||
|
|
@ -80,6 +81,20 @@ static func pickup() -> Toil:
|
|||
return t
|
||||
|
||||
|
||||
## Construction action on a scene-node target (Wall, Floor, Door, …).
|
||||
## `target_node_path` is the NodePath of the entity; stored as String for JSON safety.
|
||||
## JobRunner resolves the node at first-tick and calls on_build_tick() every sim tick
|
||||
## until is_buildable() returns false (construction complete or site cancelled/removed).
|
||||
static func build_at(target_node_path: NodePath) -> Toil:
|
||||
var t := Toil.new()
|
||||
t.kind = KIND_BUILD
|
||||
t.data = {
|
||||
"target": String(target_node_path),
|
||||
"started": false,
|
||||
}
|
||||
return t
|
||||
|
||||
|
||||
## Place pawn.carried_item at pawn.tile. Single-tick action.
|
||||
## data is empty — the item comes from pawn.carried_item at execution time.
|
||||
static func deposit() -> Toil:
|
||||
|
|
|
|||
138
scenes/entities/door.gd
Normal file
138
scenes/entities/door.gd
Normal file
|
|
@ -0,0 +1,138 @@
|
|||
class_name Door extends Node2D
|
||||
## Door entity — built by a pawn with a Build job. Unlike walls, doors remain
|
||||
## walkable once complete. Phase 5: always-open (always walkable). Phase 7+
|
||||
## will add open/close animation and toggling.
|
||||
##
|
||||
## Door is rendered as a bottom-anchored tall sprite (Y-sorted), same as Wall,
|
||||
## so it occludes pawns walking behind it — matching the 3/4-perspective
|
||||
## rendering pivot (see memory.md Decisions: "Wall layer rendering").
|
||||
##
|
||||
## Build model (docs/implementation.md Phase 5):
|
||||
## A ConstructionProvider creates a Job whose BUILD toil calls on_build_tick()
|
||||
## once per sim tick via JobRunner. After BUILD_TICKS ticks the door is
|
||||
## complete: it registers with World for future open/close logic, does NOT
|
||||
## call set_cell_walkable(false), and transitions from ghost to solid.
|
||||
##
|
||||
## World registration: World.register_build_site / World.unregister_build_site
|
||||
## are called from _ready / _exit_tree. Methods land in the Opus integration pass.
|
||||
|
||||
const TILE_SIZE_PX: int = 16
|
||||
|
||||
## Sim ticks to build a door at 1× speed (80 ticks = 4 sim seconds).
|
||||
const BUILD_TICKS: int = 80
|
||||
|
||||
# ── state ──────────────────────────────────────────────────────────────────────
|
||||
|
||||
@export var tile: Vector2i = Vector2i.ZERO
|
||||
|
||||
## 0..BUILD_TICKS.
|
||||
var build_progress: int = 0
|
||||
var _completed: bool = false
|
||||
## Phase 5: always-open. Phase 7+ toggles this for open/close animation.
|
||||
var is_open: bool = true
|
||||
|
||||
|
||||
# ── lifecycle ──────────────────────────────────────────────────────────────────
|
||||
|
||||
func _ready() -> void:
|
||||
World.register_build_site(self)
|
||||
|
||||
|
||||
func _exit_tree() -> void:
|
||||
World.unregister_build_site(self)
|
||||
|
||||
|
||||
# ── public API ─────────────────────────────────────────────────────────────────
|
||||
|
||||
## One-shot initialiser. Call after add_child() so _ready() has already fired.
|
||||
func setup(p_tile: Vector2i) -> void:
|
||||
tile = p_tile
|
||||
# Bottom-anchor: same as Wall so it Y-sorts correctly with pawns.
|
||||
position = Vector2(
|
||||
tile.x * TILE_SIZE_PX + TILE_SIZE_PX / 2.0,
|
||||
tile.y * TILE_SIZE_PX + TILE_SIZE_PX
|
||||
)
|
||||
queue_redraw()
|
||||
Audit.log("door", "door ghost placed at %s" % tile)
|
||||
|
||||
|
||||
## True while the door still needs construction work.
|
||||
func is_buildable() -> bool:
|
||||
return not _completed
|
||||
|
||||
|
||||
## Human-readable label for job descriptions and Audit logs.
|
||||
func label() -> String:
|
||||
return "door"
|
||||
|
||||
|
||||
## Called by the BUILD toil in JobRunner once per sim tick.
|
||||
func on_build_tick() -> void:
|
||||
if _completed:
|
||||
return
|
||||
build_progress += 1
|
||||
queue_redraw()
|
||||
if build_progress >= BUILD_TICKS:
|
||||
_complete()
|
||||
|
||||
|
||||
## True once the door has been fully built.
|
||||
func is_completed() -> bool:
|
||||
return _completed
|
||||
|
||||
|
||||
# ── save / load ────────────────────────────────────────────────────────────────
|
||||
|
||||
func to_dict() -> Dictionary:
|
||||
return {
|
||||
"tile_x": tile.x,
|
||||
"tile_y": tile.y,
|
||||
"build_progress": build_progress,
|
||||
"completed": _completed,
|
||||
"is_open": is_open,
|
||||
}
|
||||
|
||||
|
||||
static func from_dict(d: Dictionary) -> Dictionary:
|
||||
return {
|
||||
"tile_x": int(d.get("tile_x", 0)),
|
||||
"tile_y": int(d.get("tile_y", 0)),
|
||||
"build_progress": int(d.get("build_progress", 0)),
|
||||
"completed": bool(d.get("completed", false)),
|
||||
"is_open": bool(d.get("is_open", true)),
|
||||
}
|
||||
|
||||
|
||||
# ── render ─────────────────────────────────────────────────────────────────────
|
||||
|
||||
func _draw() -> void:
|
||||
# Door: 16 px wide, 24 px tall, bottom-anchored. Origin at bottom-centre.
|
||||
# (Shorter than the full 32 px wall height — visually reads as a door opening.)
|
||||
var alpha: float = 1.0 if _completed else 0.4
|
||||
|
||||
var frame_color := Color(0.32, 0.22, 0.10, alpha)
|
||||
var panel_color := Color(0.52, 0.36, 0.18, alpha)
|
||||
var hinge_color := Color(0.20, 0.18, 0.16, alpha)
|
||||
|
||||
# Door frame (slightly wider than the panel).
|
||||
draw_rect(Rect2(Vector2(-8.0, -24.0), Vector2(16.0, 24.0)), frame_color)
|
||||
|
||||
# Door panel (inset 2 px on each side).
|
||||
draw_rect(Rect2(Vector2(-6.0, -22.0), Vector2(12.0, 20.0)), panel_color)
|
||||
|
||||
# Hinge dot on the left side.
|
||||
draw_circle(Vector2(-6.0, -18.0), 1.5, hinge_color)
|
||||
|
||||
# Outline.
|
||||
draw_rect(Rect2(Vector2(-8.0, -24.0), Vector2(16.0, 24.0)), Color(0.0, 0.0, 0.0, 0.5 * alpha), false, 1.0)
|
||||
|
||||
|
||||
# ── internal ───────────────────────────────────────────────────────────────────
|
||||
|
||||
func _complete() -> void:
|
||||
_completed = true
|
||||
# Doors are walkable — do NOT call set_cell_walkable(false).
|
||||
# Register so future open/close logic can locate this door by tile.
|
||||
World.register_door(self)
|
||||
queue_redraw()
|
||||
Audit.log("door", "door completed at %s" % tile)
|
||||
1
scenes/entities/door.gd.uid
Normal file
1
scenes/entities/door.gd.uid
Normal file
|
|
@ -0,0 +1 @@
|
|||
uid://ccjf4t5w80da5
|
||||
8
scenes/entities/door.tscn
Normal file
8
scenes/entities/door.tscn
Normal file
|
|
@ -0,0 +1,8 @@
|
|||
[gd_scene load_steps=2 format=3 uid="uid://door_entity"]
|
||||
|
||||
[ext_resource type="Script" path="res://scenes/entities/door.gd" id="1_door"]
|
||||
|
||||
[node name="Door" type="Node2D"]
|
||||
y_sort_enabled = true
|
||||
z_index = 0
|
||||
script = ExtResource("1_door")
|
||||
169
scenes/entities/floor.gd
Normal file
169
scenes/entities/floor.gd
Normal file
|
|
@ -0,0 +1,169 @@
|
|||
class_name Floor extends Node2D
|
||||
## Floor entity — built by a pawn with a Build job. Stamps the Floor TileMap
|
||||
## layer once complete. Floors do NOT block pathfinding.
|
||||
##
|
||||
## Floor is ground-level: its render origin sits at the tile centre (not
|
||||
## bottom-anchored like Wall/Door). Y-sort is not needed because floor sprites
|
||||
## always sort below any tall entity at the same tile.
|
||||
##
|
||||
## Build model (docs/implementation.md Phase 5):
|
||||
## A ConstructionProvider creates a Job whose BUILD toil calls on_build_tick()
|
||||
## once per sim tick via JobRunner. After BUILD_TICKS ticks the floor is
|
||||
## complete: it stamps the data-layer TileMap (World.mark_floor_tile) and
|
||||
## transitions from ghost (40% alpha) to solid.
|
||||
##
|
||||
## World registration: World.register_build_site / World.unregister_build_site
|
||||
## are called from _ready / _exit_tree. Methods land in the Opus integration pass.
|
||||
|
||||
const TILE_SIZE_PX: int = 16
|
||||
|
||||
## Sim ticks to lay a floor at 1× speed (30 ticks = 1.5 sim seconds).
|
||||
const BUILD_TICKS: int = 30
|
||||
|
||||
const MATERIAL_WOOD: StringName = &"wood"
|
||||
const MATERIAL_STONE: StringName = &"stone"
|
||||
const MATERIAL_DIRT: StringName = &"dirt"
|
||||
|
||||
# ── state ──────────────────────────────────────────────────────────────────────
|
||||
|
||||
@export var floor_material: StringName = MATERIAL_WOOD
|
||||
@export var tile: Vector2i = Vector2i.ZERO
|
||||
|
||||
## 0..BUILD_TICKS.
|
||||
var build_progress: int = 0
|
||||
var _completed: bool = false
|
||||
|
||||
|
||||
# ── lifecycle ──────────────────────────────────────────────────────────────────
|
||||
|
||||
func _ready() -> void:
|
||||
World.register_build_site(self)
|
||||
|
||||
|
||||
func _exit_tree() -> void:
|
||||
World.unregister_build_site(self)
|
||||
|
||||
|
||||
# ── public API ─────────────────────────────────────────────────────────────────
|
||||
|
||||
## One-shot initialiser. Call after add_child() so _ready() has already fired.
|
||||
func setup(p_tile: Vector2i, p_material: StringName) -> void:
|
||||
tile = p_tile
|
||||
floor_material = p_material
|
||||
# Floor renders at tile centre (not bottom-anchored).
|
||||
position = Vector2(
|
||||
tile.x * TILE_SIZE_PX + TILE_SIZE_PX / 2.0,
|
||||
tile.y * TILE_SIZE_PX + TILE_SIZE_PX / 2.0
|
||||
)
|
||||
queue_redraw()
|
||||
Audit.log("floor", "%s floor ghost placed at %s" % [floor_material, tile])
|
||||
|
||||
|
||||
## True while the floor still needs construction work.
|
||||
func is_buildable() -> bool:
|
||||
return not _completed
|
||||
|
||||
|
||||
## Human-readable label for job descriptions and Audit logs.
|
||||
func label() -> String:
|
||||
return "%s floor" % floor_material
|
||||
|
||||
|
||||
## Called by the BUILD toil in JobRunner once per sim tick.
|
||||
func on_build_tick() -> void:
|
||||
if _completed:
|
||||
return
|
||||
build_progress += 1
|
||||
queue_redraw()
|
||||
if build_progress >= BUILD_TICKS:
|
||||
_complete()
|
||||
|
||||
|
||||
## True once the floor has been fully laid.
|
||||
func is_completed() -> bool:
|
||||
return _completed
|
||||
|
||||
|
||||
# ── save / load ────────────────────────────────────────────────────────────────
|
||||
|
||||
func to_dict() -> Dictionary:
|
||||
return {
|
||||
"tile_x": tile.x,
|
||||
"tile_y": tile.y,
|
||||
"material": str(floor_material),
|
||||
"build_progress": build_progress,
|
||||
"completed": _completed,
|
||||
}
|
||||
|
||||
|
||||
static func from_dict(d: Dictionary) -> Dictionary:
|
||||
return {
|
||||
"tile_x": int(d.get("tile_x", 0)),
|
||||
"tile_y": int(d.get("tile_y", 0)),
|
||||
"material": str(d.get("material", "wood")),
|
||||
"build_progress": int(d.get("build_progress", 0)),
|
||||
"completed": bool(d.get("completed", false)),
|
||||
}
|
||||
|
||||
|
||||
# ── render ─────────────────────────────────────────────────────────────────────
|
||||
|
||||
func _draw() -> void:
|
||||
# 16×16 tile centred on origin.
|
||||
var alpha: float = 1.0 if _completed else 0.4
|
||||
var half: float = TILE_SIZE_PX / 2.0
|
||||
|
||||
match floor_material:
|
||||
MATERIAL_WOOD:
|
||||
_draw_wood_floor(alpha, half)
|
||||
MATERIAL_STONE:
|
||||
_draw_stone_floor(alpha, half)
|
||||
_: # MATERIAL_DIRT and any future materials
|
||||
_draw_dirt_floor(alpha, half)
|
||||
|
||||
|
||||
func _draw_wood_floor(alpha: float, half: float) -> void:
|
||||
var base := Color(0.58, 0.40, 0.20, alpha)
|
||||
var plank := Color(0.50, 0.34, 0.16, alpha)
|
||||
|
||||
draw_rect(Rect2(Vector2(-half, -half), Vector2(TILE_SIZE_PX, TILE_SIZE_PX)), base)
|
||||
|
||||
# Horizontal plank lines.
|
||||
for y_offset in [-3.0, 2.0]:
|
||||
draw_line(
|
||||
Vector2(-half, y_offset),
|
||||
Vector2(half, y_offset),
|
||||
plank, 1.0
|
||||
)
|
||||
|
||||
draw_rect(Rect2(Vector2(-half, -half), Vector2(TILE_SIZE_PX, TILE_SIZE_PX)), Color(0.0, 0.0, 0.0, 0.3 * alpha), false, 1.0)
|
||||
|
||||
|
||||
func _draw_stone_floor(alpha: float, half: float) -> void:
|
||||
var base := Color(0.60, 0.60, 0.57, alpha)
|
||||
var joint := Color(0.45, 0.45, 0.43, alpha)
|
||||
|
||||
draw_rect(Rect2(Vector2(-half, -half), Vector2(TILE_SIZE_PX, TILE_SIZE_PX)), base)
|
||||
|
||||
# Stone tile grid lines.
|
||||
draw_line(Vector2(0.0, -half), Vector2(0.0, half), joint, 1.0)
|
||||
draw_line(Vector2(-half, 0.0), Vector2(half, 0.0), joint, 1.0)
|
||||
|
||||
draw_rect(Rect2(Vector2(-half, -half), Vector2(TILE_SIZE_PX, TILE_SIZE_PX)), Color(0.0, 0.0, 0.0, 0.3 * alpha), false, 1.0)
|
||||
|
||||
|
||||
func _draw_dirt_floor(alpha: float, half: float) -> void:
|
||||
var base := Color(0.42, 0.30, 0.18, alpha)
|
||||
|
||||
draw_rect(Rect2(Vector2(-half, -half), Vector2(TILE_SIZE_PX, TILE_SIZE_PX)), base)
|
||||
draw_rect(Rect2(Vector2(-half, -half), Vector2(TILE_SIZE_PX, TILE_SIZE_PX)), Color(0.0, 0.0, 0.0, 0.25 * alpha), false, 1.0)
|
||||
|
||||
|
||||
# ── internal ───────────────────────────────────────────────────────────────────
|
||||
|
||||
func _complete() -> void:
|
||||
_completed = true
|
||||
# Floors do NOT block pathfinding — no pathfinder call here.
|
||||
World.mark_floor_tile(tile, floor_material)
|
||||
queue_redraw()
|
||||
Audit.log("floor", "%s floor completed at %s" % [floor_material, tile])
|
||||
1
scenes/entities/floor.gd.uid
Normal file
1
scenes/entities/floor.gd.uid
Normal file
|
|
@ -0,0 +1 @@
|
|||
uid://dvqjhnx7t8l44
|
||||
7
scenes/entities/floor.tscn
Normal file
7
scenes/entities/floor.tscn
Normal file
|
|
@ -0,0 +1,7 @@
|
|||
[gd_scene load_steps=2 format=3 uid="uid://floor_entity"]
|
||||
|
||||
[ext_resource type="Script" path="res://scenes/entities/floor.gd" id="1_floor"]
|
||||
|
||||
[node name="Floor" type="Node2D"]
|
||||
z_index = 0
|
||||
script = ExtResource("1_floor")
|
||||
179
scenes/entities/wall.gd
Normal file
179
scenes/entities/wall.gd
Normal file
|
|
@ -0,0 +1,179 @@
|
|||
class_name Wall extends Node2D
|
||||
## Wall entity — built by a pawn with a Build job. Blocks pathfinding once
|
||||
## complete. Rendered as a bottom-anchored tall sprite (Y-sorted) so it
|
||||
## occludes pawns standing behind it, matching the project's 3/4-perspective
|
||||
## rendering pivot (see memory.md Decisions: "Wall layer rendering").
|
||||
##
|
||||
## Build model (docs/implementation.md Phase 5):
|
||||
## A ConstructionProvider creates a Job whose BUILD toil calls on_build_tick()
|
||||
## once per sim tick via JobRunner. After BUILD_TICKS ticks the wall is
|
||||
## complete: it stamps the data-layer TileMap (World.mark_wall_tile), blocks
|
||||
## pathfinding, and transitions from ghost (40% alpha) to solid rendering.
|
||||
##
|
||||
## Material support:
|
||||
## Phase 5 ships stone only. Wood constant is defined for Phase 6+ wiring
|
||||
## (Pixel Crawler Walls.png asset crop session) without breaking the data model.
|
||||
##
|
||||
## World registration: World.register_build_site / World.unregister_build_site
|
||||
## are called from _ready / _exit_tree. The actual World methods land in the
|
||||
## Opus integration pass.
|
||||
|
||||
const TILE_SIZE_PX: int = 16
|
||||
|
||||
## Sim ticks to complete construction at 1× speed (100 ticks = 5 sim seconds).
|
||||
const BUILD_TICKS: int = 100
|
||||
|
||||
## Supported materials. Phase 5 uses MATERIAL_STONE; MATERIAL_WOOD is reserved
|
||||
## for the Phase 6+ art-authoring pass.
|
||||
const MATERIAL_STONE: StringName = &"stone"
|
||||
const MATERIAL_WOOD: StringName = &"wood"
|
||||
|
||||
# ── state ──────────────────────────────────────────────────────────────────────
|
||||
|
||||
@export var wall_material: StringName = MATERIAL_STONE
|
||||
@export var tile: Vector2i = Vector2i.ZERO
|
||||
|
||||
## 0..BUILD_TICKS. Advanced by on_build_tick(). Entity is in "ghost" state
|
||||
## until build_progress reaches BUILD_TICKS.
|
||||
var build_progress: int = 0
|
||||
var _completed: bool = false
|
||||
|
||||
|
||||
# ── lifecycle ──────────────────────────────────────────────────────────────────
|
||||
|
||||
func _ready() -> void:
|
||||
World.register_build_site(self)
|
||||
|
||||
|
||||
func _exit_tree() -> void:
|
||||
World.unregister_build_site(self)
|
||||
|
||||
|
||||
# ── public API ─────────────────────────────────────────────────────────────────
|
||||
|
||||
## One-shot initialiser. Call after add_child() so _ready() has already fired.
|
||||
func setup(p_tile: Vector2i, p_material: StringName) -> void:
|
||||
tile = p_tile
|
||||
wall_material = p_material
|
||||
# Bottom-anchor the sprite: position.y sits at the bottom of the tile so the
|
||||
# 16×32 virtual sprite "rises" into the cell above. Y-sort uses position.y.
|
||||
position = Vector2(
|
||||
tile.x * TILE_SIZE_PX + TILE_SIZE_PX / 2.0,
|
||||
tile.y * TILE_SIZE_PX + TILE_SIZE_PX
|
||||
)
|
||||
queue_redraw()
|
||||
Audit.log("wall", "%s wall ghost placed at %s" % [wall_material, tile])
|
||||
|
||||
|
||||
## True while the wall still needs construction work.
|
||||
## JobRunner's _tick_build checks this to decide when the toil is done.
|
||||
func is_buildable() -> bool:
|
||||
return not _completed
|
||||
|
||||
|
||||
## Human-readable label for job descriptions and Audit logs.
|
||||
func label() -> String:
|
||||
return "%s wall" % wall_material
|
||||
|
||||
|
||||
## Called by the BUILD toil in JobRunner once per sim tick while the pawn works.
|
||||
## Advances build_progress and completes the wall when BUILD_TICKS is reached.
|
||||
func on_build_tick() -> void:
|
||||
if _completed:
|
||||
return
|
||||
build_progress += 1
|
||||
queue_redraw()
|
||||
if build_progress >= BUILD_TICKS:
|
||||
_complete()
|
||||
|
||||
|
||||
## True once the wall has been fully built.
|
||||
func is_completed() -> bool:
|
||||
return _completed
|
||||
|
||||
|
||||
# ── save / load ────────────────────────────────────────────────────────────────
|
||||
|
||||
func to_dict() -> Dictionary:
|
||||
return {
|
||||
"tile_x": tile.x,
|
||||
"tile_y": tile.y,
|
||||
"material": str(wall_material),
|
||||
"build_progress": build_progress,
|
||||
"completed": _completed,
|
||||
}
|
||||
|
||||
|
||||
static func from_dict(d: Dictionary) -> Dictionary:
|
||||
return {
|
||||
"tile_x": int(d.get("tile_x", 0)),
|
||||
"tile_y": int(d.get("tile_y", 0)),
|
||||
"material": str(d.get("material", "stone")),
|
||||
"build_progress": int(d.get("build_progress", 0)),
|
||||
"completed": bool(d.get("completed", false)),
|
||||
}
|
||||
|
||||
|
||||
# ── render ─────────────────────────────────────────────────────────────────────
|
||||
|
||||
func _draw() -> void:
|
||||
# Wall is drawn as a bottom-anchored 16×32 rect occupying the lower portion
|
||||
# of the virtual sprite area. The origin (0, 0) of _draw() sits at position,
|
||||
# which is at the tile's bottom-centre (tile_y * 16 + 16).
|
||||
# Drawing upward: Y goes from 0 to -32 in local space.
|
||||
var alpha: float = 1.0 if _completed else 0.4
|
||||
|
||||
if wall_material == MATERIAL_STONE:
|
||||
_draw_stone_wall(alpha)
|
||||
else:
|
||||
# Fallback: render as wood until art assets are wired in Phase 6+.
|
||||
_draw_wood_wall(alpha)
|
||||
|
||||
|
||||
func _draw_stone_wall(alpha: float) -> void:
|
||||
var base := Color(0.55, 0.55, 0.50, alpha)
|
||||
var mortar := Color(0.40, 0.40, 0.38, alpha)
|
||||
|
||||
# Main body: 16 px wide, 32 px tall, origin at bottom-centre.
|
||||
draw_rect(Rect2(Vector2(-8.0, -32.0), Vector2(16.0, 32.0)), base)
|
||||
|
||||
# Mortar / horizontal stone-course lines (4 lines spaced 8 px apart).
|
||||
for i in range(1, 5):
|
||||
var y: float = -8.0 * float(i)
|
||||
draw_line(Vector2(-8.0, y), Vector2(8.0, y), mortar, 1.0)
|
||||
|
||||
# Outline.
|
||||
draw_rect(Rect2(Vector2(-8.0, -32.0), Vector2(16.0, 32.0)), Color(0.0, 0.0, 0.0, 0.5 * alpha), false, 1.0)
|
||||
|
||||
|
||||
func _draw_wood_wall(alpha: float) -> void:
|
||||
var base := Color(0.55, 0.40, 0.22, alpha)
|
||||
var plank := Color(0.45, 0.32, 0.16, alpha)
|
||||
|
||||
draw_rect(Rect2(Vector2(-8.0, -32.0), Vector2(16.0, 32.0)), base)
|
||||
|
||||
# Vertical plank lines.
|
||||
for x_offset in [-3.0, 2.0]:
|
||||
draw_line(
|
||||
Vector2(x_offset, -32.0),
|
||||
Vector2(x_offset, 0.0),
|
||||
plank, 1.0
|
||||
)
|
||||
|
||||
draw_rect(Rect2(Vector2(-8.0, -32.0), Vector2(16.0, 32.0)), Color(0.0, 0.0, 0.0, 0.5 * alpha), false, 1.0)
|
||||
|
||||
|
||||
# ── internal ───────────────────────────────────────────────────────────────────
|
||||
|
||||
func _complete() -> void:
|
||||
_completed = true
|
||||
|
||||
# Block pathfinding — wall is now impassable.
|
||||
if World.pathfinder != null:
|
||||
World.pathfinder.set_cell_walkable(tile, false)
|
||||
|
||||
# Stamp the data-layer TileMap so room / roof / save logic sees the wall.
|
||||
World.mark_wall_tile(tile, wall_material)
|
||||
|
||||
queue_redraw()
|
||||
Audit.log("wall", "%s wall completed at %s" % [wall_material, tile])
|
||||
1
scenes/entities/wall.gd.uid
Normal file
1
scenes/entities/wall.gd.uid
Normal file
|
|
@ -0,0 +1 @@
|
|||
uid://q5vg0jcsdei8
|
||||
8
scenes/entities/wall.tscn
Normal file
8
scenes/entities/wall.tscn
Normal file
|
|
@ -0,0 +1,8 @@
|
|||
[gd_scene load_steps=2 format=3 uid="uid://wall_entity"]
|
||||
|
||||
[ext_resource type="Script" path="res://scenes/entities/wall.gd" id="1_wall"]
|
||||
|
||||
[node name="Wall" type="Node2D"]
|
||||
y_sort_enabled = true
|
||||
z_index = 0
|
||||
script = ExtResource("1_wall")
|
||||
268
scenes/world/crate.gd
Normal file
268
scenes/world/crate.gd
Normal file
|
|
@ -0,0 +1,268 @@
|
|||
class_name Crate extends StorageDestination
|
||||
## Furniture container entity: holds up to CAPACITY item stacks and can be
|
||||
## filtered like a StockpileZone. Built via Build → Furniture → Crate.
|
||||
##
|
||||
## Lifecycle:
|
||||
## - Ghost phase: placed but not yet built (build_progress < BUILD_TICKS).
|
||||
## accepts() returns false; visual is 40% alpha.
|
||||
## - Completed phase: _completed == true; accepts items up to CAPACITY.
|
||||
##
|
||||
## StorageDestination interface:
|
||||
## accepts() — filter + capacity gate; false while ghost.
|
||||
## find_drop_position()— returns crate's own tile when room exists,
|
||||
## Vector2i(-1, -1) when full or ghost.
|
||||
## covers_tile() — single-tile container; only the crate's own tile.
|
||||
##
|
||||
## BuildJob interface (mirrors Wall.on_build_tick pattern):
|
||||
## is_buildable() — true while still a ghost.
|
||||
## on_build_tick() — increments build_progress; completes at BUILD_TICKS.
|
||||
## is_completed() — true once built.
|
||||
##
|
||||
## register_item() is called by JobRunner._tick_deposit (Opus integration
|
||||
## follow-up) after the deposit physically lands on the crate tile.
|
||||
##
|
||||
## See docs/architecture.md "Container" and Phase 5 implementation plan.
|
||||
|
||||
## Maximum item stacks this crate can hold.
|
||||
const CAPACITY: int = 4
|
||||
|
||||
## Number of sim ticks a pawn must spend building to complete the crate.
|
||||
const BUILD_TICKS: int = 60
|
||||
|
||||
## Pixel size of one tile — must match World.TILE_SIZE_PX.
|
||||
const TILE_SIZE_PX: int = 16
|
||||
|
||||
# ── visual constants ──────────────────────────────────────────────────────────
|
||||
|
||||
## Body dimensions in pixels (centred on the tile).
|
||||
const _BODY_W: int = 12
|
||||
const _BODY_H: int = 10
|
||||
|
||||
## Crate colours.
|
||||
const _COLOR_BODY: Color = Color(0.45, 0.30, 0.15, 1.0)
|
||||
const _COLOR_OUTLINE: Color = Color(0.25, 0.18, 0.08, 1.0)
|
||||
const _COLOR_SLAT: Color = Color(0.30, 0.20, 0.10, 1.0)
|
||||
const _COLOR_FILL_DOT: Color = Color(1.0, 1.0, 1.0, 0.9)
|
||||
|
||||
## Ghost alpha multiplier when not yet built.
|
||||
const _GHOST_ALPHA: float = 0.40
|
||||
|
||||
# ── exports ───────────────────────────────────────────────────────────────────
|
||||
|
||||
## Tile position of this crate in world-tile coordinates.
|
||||
@export var tile: Vector2i = Vector2i.ZERO
|
||||
|
||||
## Player-facing label (inspect UI, Phase 17).
|
||||
@export var label_text: String = "Crate"
|
||||
|
||||
# ── state ─────────────────────────────────────────────────────────────────────
|
||||
|
||||
## Sim ticks of construction work applied so far.
|
||||
var build_progress: int = 0
|
||||
|
||||
## True once build_progress >= BUILD_TICKS.
|
||||
var _completed: bool = false
|
||||
|
||||
## Live item nodes currently stored in this crate; capped at CAPACITY.
|
||||
## Populated by register_item() (called from JobRunner._tick_deposit).
|
||||
var _contents: Array = []
|
||||
|
||||
|
||||
# ── lifecycle ─────────────────────────────────────────────────────────────────
|
||||
|
||||
func _ready() -> void:
|
||||
# Inherits StorageDestination defaults for priority / accepted_types.
|
||||
# Crates default to NORMAL priority and wildcard (accepts all types).
|
||||
priority = StorageDestination.Priority.NORMAL
|
||||
accepted_types = []
|
||||
# Register with the World stockpile pool so HaulingProvider sees us.
|
||||
World.register_stockpile(self)
|
||||
queue_redraw()
|
||||
|
||||
|
||||
func _exit_tree() -> void:
|
||||
World.unregister_stockpile(self)
|
||||
|
||||
|
||||
## One-shot initialiser called by the spawning / placement code.
|
||||
## Sets tile and snaps pixel position to the tile centre.
|
||||
func setup(p_tile: Vector2i) -> void:
|
||||
tile = p_tile
|
||||
position = Vector2(
|
||||
tile.x * TILE_SIZE_PX + TILE_SIZE_PX / 2.0,
|
||||
tile.y * TILE_SIZE_PX + TILE_SIZE_PX / 2.0
|
||||
)
|
||||
|
||||
|
||||
# ── StorageDestination interface ──────────────────────────────────────────────
|
||||
|
||||
## Returns true if this crate can accept `item` right now.
|
||||
## False while still a ghost, false if the filter rejects the type,
|
||||
## false if all CAPACITY slots are taken.
|
||||
func accepts(item) -> bool:
|
||||
if not _completed:
|
||||
return false
|
||||
if not _filter_accepts(item):
|
||||
return false
|
||||
return _contents.size() < CAPACITY
|
||||
|
||||
|
||||
## Returns the crate's own tile when it can accept `item`, otherwise (-1,-1).
|
||||
## All items stack into the crate's single tile — there is no 2D region.
|
||||
func find_drop_position(item) -> Vector2i:
|
||||
if accepts(item):
|
||||
return tile
|
||||
return Vector2i(-1, -1)
|
||||
|
||||
|
||||
## Returns true only when `p_tile` is exactly the crate's own tile.
|
||||
func covers_tile(p_tile: Vector2i) -> bool:
|
||||
return p_tile == tile
|
||||
|
||||
|
||||
# ── BuildJob interface ────────────────────────────────────────────────────────
|
||||
|
||||
## True while the crate has not yet been fully built.
|
||||
func is_buildable() -> bool:
|
||||
return not _completed
|
||||
|
||||
|
||||
## Returns the player-visible name for build-order and inspect UI.
|
||||
func label() -> String:
|
||||
return label_text
|
||||
|
||||
|
||||
## Called once per sim tick while a Construction pawn is working on this crate.
|
||||
## Advances build_progress; completes the crate once BUILD_TICKS is reached.
|
||||
func on_build_tick() -> void:
|
||||
if _completed:
|
||||
return
|
||||
build_progress += 1
|
||||
if build_progress >= BUILD_TICKS:
|
||||
_completed = true
|
||||
emit_signal("contents_changed")
|
||||
Audit.log("crate", "built at %s (capacity %d)" % [tile, CAPACITY])
|
||||
queue_redraw()
|
||||
|
||||
|
||||
## True once the crate has been fully built.
|
||||
func is_completed() -> bool:
|
||||
return _completed
|
||||
|
||||
|
||||
# ── inventory hooks ───────────────────────────────────────────────────────────
|
||||
|
||||
## Called from JobRunner._tick_deposit (Opus integration) after the item
|
||||
## physically lands on the crate tile.
|
||||
## Defensive: skips duplicates and over-capacity inserts (HaulingProvider may
|
||||
## race ahead of capacity checks in edge cases).
|
||||
func register_item(item) -> void:
|
||||
if not _completed:
|
||||
return
|
||||
if _contents.has(item) or _contents.size() >= CAPACITY:
|
||||
return
|
||||
_contents.append(item)
|
||||
emit_signal("contents_changed")
|
||||
|
||||
|
||||
## Called when an item is removed from the crate (picked up by a pawn or via
|
||||
## the Empty operation in Phase 17 inspect UI).
|
||||
func unregister_item(item) -> void:
|
||||
_contents.erase(item)
|
||||
emit_signal("contents_changed")
|
||||
|
||||
|
||||
# ── save / load ───────────────────────────────────────────────────────────────
|
||||
|
||||
## Serialise crate state for World save (Phase 16 will wire this).
|
||||
func to_dict() -> Dictionary:
|
||||
return {
|
||||
"tile_x": tile.x,
|
||||
"tile_y": tile.y,
|
||||
"label_text": label_text,
|
||||
"build_progress": build_progress,
|
||||
"completed": _completed,
|
||||
"priority": int(priority),
|
||||
"accepted_types": accepted_types.map(func(t): return String(t)),
|
||||
}
|
||||
|
||||
|
||||
## Restore from a dict produced by to_dict().
|
||||
## Item content refs are reconnected by World.load_crates() after all items
|
||||
## are spawned (Phase 16); _contents starts empty here.
|
||||
func from_dict(d: Dictionary) -> void:
|
||||
tile = Vector2i(int(d.get("tile_x", 0)), int(d.get("tile_y", 0)))
|
||||
label_text = d.get("label_text", "Crate")
|
||||
build_progress = int(d.get("build_progress", 0))
|
||||
_completed = bool(d.get("completed", false))
|
||||
priority = d.get("priority", StorageDestination.Priority.NORMAL) as StorageDestination.Priority
|
||||
var raw_types: Array = d.get("accepted_types", [])
|
||||
accepted_types.clear()
|
||||
for s in raw_types:
|
||||
accepted_types.append(StringName(s))
|
||||
setup(tile)
|
||||
|
||||
|
||||
# ── render ─────────────────────────────────────────────────────────────────────
|
||||
|
||||
## Procedural crate graphic; no PNG dependency.
|
||||
##
|
||||
## Completed crate:
|
||||
## Brown 12×10 body with a darker 1-px outline, two horizontal slat bands.
|
||||
## Four 2×2 fill-indicator dots in the top-right corner — white dots equal
|
||||
## to _contents.size() are drawn; remaining dots are drawn at low alpha.
|
||||
##
|
||||
## Ghost (not yet built):
|
||||
## Same shapes at GHOST_ALPHA overall alpha.
|
||||
func _draw() -> void:
|
||||
var alpha_scale: float = _GHOST_ALPHA if not _completed else 1.0
|
||||
|
||||
var body_color := Color(_COLOR_BODY.r, _COLOR_BODY.g, _COLOR_BODY.b, _COLOR_BODY.a * alpha_scale)
|
||||
var outline_col := Color(_COLOR_OUTLINE.r, _COLOR_OUTLINE.g, _COLOR_OUTLINE.b, _COLOR_OUTLINE.a * alpha_scale)
|
||||
var slat_color := Color(_COLOR_SLAT.r, _COLOR_SLAT.g, _COLOR_SLAT.b, _COLOR_SLAT.a * alpha_scale)
|
||||
|
||||
# Half-extents for centering.
|
||||
var hw: int = _BODY_W / 2 # 6
|
||||
var hh: int = _BODY_H / 2 # 5
|
||||
|
||||
# Body fill.
|
||||
var body_rect := Rect2(Vector2(-hw, -hh), Vector2(_BODY_W, _BODY_H))
|
||||
draw_rect(body_rect, body_color, true)
|
||||
|
||||
# Outline (1 px wide; draw_rect with false = border).
|
||||
draw_rect(body_rect, outline_col, false, 1.0)
|
||||
|
||||
# Two horizontal slat bands — at ⅓ and ⅔ of the body height.
|
||||
# Each band is 1 px tall, inset 1 px from the sides.
|
||||
var slat_x_start: float = -hw + 1.0
|
||||
var slat_width: float = float(_BODY_W - 2)
|
||||
var slat_y1: float = -hh + float(_BODY_H) / 3.0 - 0.5
|
||||
var slat_y2: float = -hh + float(_BODY_H) * 2.0 / 3.0 - 0.5
|
||||
|
||||
draw_line(
|
||||
Vector2(slat_x_start, slat_y1),
|
||||
Vector2(slat_x_start + slat_width, slat_y1),
|
||||
slat_color, 1.0
|
||||
)
|
||||
draw_line(
|
||||
Vector2(slat_x_start, slat_y2),
|
||||
Vector2(slat_x_start + slat_width, slat_y2),
|
||||
slat_color, 1.0
|
||||
)
|
||||
|
||||
# Fill-level indicator: 4 dots (2×2 px each) in the top-right corner,
|
||||
# arranged in a 2×2 grid. Dots up to _contents.size() are bright white;
|
||||
# the rest are dim (10% alpha).
|
||||
var dot_size: float = 2.0
|
||||
var dot_gap: float = 1.0
|
||||
var dot_origin := Vector2(float(hw) - 2.0 * dot_size - dot_gap - 1.0, float(-hh) + 1.0)
|
||||
|
||||
for i in range(CAPACITY):
|
||||
var col_idx: int = i % 2
|
||||
var row_idx: int = i / 2
|
||||
var dot_x: float = dot_origin.x + col_idx * (dot_size + dot_gap)
|
||||
var dot_y: float = dot_origin.y + row_idx * (dot_size + dot_gap)
|
||||
var dot_rect := Rect2(Vector2(dot_x, dot_y), Vector2(dot_size, dot_size))
|
||||
var fill_alpha: float = (1.0 if i < _contents.size() else 0.15) * alpha_scale
|
||||
var dot_col := Color(_COLOR_FILL_DOT.r, _COLOR_FILL_DOT.g, _COLOR_FILL_DOT.b, fill_alpha)
|
||||
draw_rect(dot_rect, dot_col, true)
|
||||
1
scenes/world/crate.gd.uid
Normal file
1
scenes/world/crate.gd.uid
Normal file
|
|
@ -0,0 +1 @@
|
|||
uid://dlpyb4yksx3yc
|
||||
8
scenes/world/crate.tscn
Normal file
8
scenes/world/crate.tscn
Normal file
|
|
@ -0,0 +1,8 @@
|
|||
[gd_scene load_steps=2 format=3 uid="uid://crate"]
|
||||
|
||||
[ext_resource type="Script" path="res://scenes/world/crate.gd" id="1_crate"]
|
||||
|
||||
[node name="Crate" type="Node2D"]
|
||||
script = ExtResource("1_crate")
|
||||
y_sort_enabled = true
|
||||
z_index = 0
|
||||
170
scenes/world/designation.gd
Normal file
170
scenes/world/designation.gd
Normal file
|
|
@ -0,0 +1,170 @@
|
|||
extends Node
|
||||
class_name Designation
|
||||
## Phase 5 — Designation paint mode.
|
||||
##
|
||||
## Captures mouse input to drag-paint ghost tiles on Layer 3 (designation_layer)
|
||||
## of the world TileMap. Each new cell painted emits EventBus.designation_added;
|
||||
## removing a ghost emits EventBus.designation_cleared.
|
||||
##
|
||||
## Integrates with Selection: raises Selection.designation_active while a non-none
|
||||
## tool is active so Selection does not also process those clicks.
|
||||
##
|
||||
## Opus wires the node into world.tscn and calls bind() + set_active_tool() from
|
||||
## the build-drawer UI.
|
||||
|
||||
# ── tool constants ───────────────────────────────────────────────────────────
|
||||
const TOOL_NONE: StringName = &"none"
|
||||
const TOOL_BUILD_WALL: StringName = &"build_wall"
|
||||
const TOOL_BUILD_FLOOR: StringName = &"build_floor"
|
||||
|
||||
# Atlas coords on the shared placeholder tileset (source 0).
|
||||
# build_wall → stone-grey (2, 0); build_floor → dirt-brown (1, 0).
|
||||
const _ATLAS_BY_TOOL: Dictionary = {
|
||||
&"build_wall": Vector2i(2, 0),
|
||||
&"build_floor": Vector2i(1, 0),
|
||||
}
|
||||
|
||||
# Placeholder source ID — mirrors World.PLACEHOLDER_SOURCE_ID.
|
||||
const _SOURCE_ID: int = 0
|
||||
|
||||
# Tile-size in pixels — mirrors World.TILE_SIZE_PX.
|
||||
const _TILE_SIZE_PX: float = 16.0
|
||||
|
||||
# ── signals ──────────────────────────────────────────────────────────────────
|
||||
signal designation_added(cell: Vector2i, tool: StringName)
|
||||
signal designation_cleared(cell: Vector2i)
|
||||
|
||||
# ── state ────────────────────────────────────────────────────────────────────
|
||||
var _tool: StringName = TOOL_NONE
|
||||
var _paint_layer: TileMapLayer = null
|
||||
var _selection: Selection = null # optional; raised/lowered for input hand-off
|
||||
|
||||
# cell → tool that placed the ghost.
|
||||
var _painted: Dictionary = {} # Dictionary[Vector2i, StringName]
|
||||
|
||||
# Stroke deduplication — cells touched in the current mouse-down session.
|
||||
var _stroke_cells: Dictionary = {} # Dictionary[Vector2i, bool]
|
||||
var _stroke_active: bool = false
|
||||
|
||||
|
||||
# ── public API ───────────────────────────────────────────────────────────────
|
||||
|
||||
## Call once from World._ready() with the TileMapLayer at index 3 (Designation)
|
||||
## and the sibling Selection node.
|
||||
func bind(paint_layer: TileMapLayer, selection: Selection = null) -> void:
|
||||
assert(paint_layer != null, "Designation.bind: paint_layer is null")
|
||||
_paint_layer = paint_layer
|
||||
_selection = selection
|
||||
|
||||
|
||||
## Activate a paint tool. Pass TOOL_NONE to deactivate.
|
||||
func set_active_tool(tool: StringName) -> void:
|
||||
assert(
|
||||
tool in [TOOL_NONE, TOOL_BUILD_WALL, TOOL_BUILD_FLOOR],
|
||||
"Designation.set_active_tool: unknown tool '%s'" % tool
|
||||
)
|
||||
_tool = tool
|
||||
_stroke_active = false
|
||||
_stroke_cells.clear()
|
||||
_sync_selection_flag()
|
||||
if tool == TOOL_NONE:
|
||||
Audit.log("designation", "tool deactivated")
|
||||
else:
|
||||
Audit.log("designation", "tool set to '%s'" % tool)
|
||||
|
||||
|
||||
func active_tool() -> StringName:
|
||||
return _tool
|
||||
|
||||
|
||||
## Remove the ghost for a single cell and emit designation_cleared.
|
||||
func clear_cell(cell: Vector2i) -> void:
|
||||
if not _painted.has(cell):
|
||||
return
|
||||
_painted.erase(cell)
|
||||
if _paint_layer != null:
|
||||
_paint_layer.erase_cell(cell)
|
||||
designation_cleared.emit(cell)
|
||||
EventBus.designation_cleared.emit(cell)
|
||||
Audit.log("designation", "cleared cell %s" % cell)
|
||||
|
||||
|
||||
## Returns all cells that currently have an active ghost.
|
||||
func cells() -> Array[Vector2i]:
|
||||
var result: Array[Vector2i] = []
|
||||
for c: Vector2i in _painted.keys():
|
||||
result.append(c)
|
||||
return result
|
||||
|
||||
|
||||
# ── input ────────────────────────────────────────────────────────────────────
|
||||
|
||||
func _unhandled_input(event: InputEvent) -> void:
|
||||
if _tool == TOOL_NONE or _paint_layer == null:
|
||||
return
|
||||
|
||||
if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT:
|
||||
if event.pressed:
|
||||
_stroke_active = true
|
||||
_stroke_cells.clear()
|
||||
_paint_at_screen(event.position)
|
||||
else:
|
||||
_stroke_active = false
|
||||
_stroke_cells.clear()
|
||||
get_viewport().set_input_as_handled()
|
||||
return
|
||||
|
||||
if event is InputEventMouseMotion and _stroke_active:
|
||||
_paint_at_screen(event.position)
|
||||
get_viewport().set_input_as_handled()
|
||||
|
||||
|
||||
# ── helpers ──────────────────────────────────────────────────────────────────
|
||||
|
||||
func _paint_at_screen(screen_pos: Vector2) -> void:
|
||||
var world_pos: Vector2 = get_viewport().get_canvas_transform().affine_inverse() * screen_pos
|
||||
var cell := Vector2i(
|
||||
floori(world_pos.x / _TILE_SIZE_PX),
|
||||
floori(world_pos.y / _TILE_SIZE_PX),
|
||||
)
|
||||
|
||||
# Deduplication within the current stroke.
|
||||
if _stroke_cells.has(cell):
|
||||
return
|
||||
_stroke_cells[cell] = true
|
||||
|
||||
# Don't re-paint the same tool over itself.
|
||||
if _painted.get(cell) == _tool:
|
||||
return
|
||||
|
||||
_apply_ghost(cell)
|
||||
|
||||
|
||||
func _apply_ghost(cell: Vector2i) -> void:
|
||||
var atlas_coord: Vector2i = _ATLAS_BY_TOOL.get(_tool, Vector2i(2, 0))
|
||||
_paint_layer.set_cell(cell, _SOURCE_ID, atlas_coord)
|
||||
_painted[cell] = _tool
|
||||
|
||||
# Modulate the whole paint layer based on whether this cell is placeable.
|
||||
# Phase 5 simplification: validity applies globally to the layer.
|
||||
var ok: bool = _cell_is_placeable(cell)
|
||||
_paint_layer.modulate = Color(0.4, 1.0, 0.4, 0.7) if ok else Color(1.0, 0.4, 0.4, 0.7)
|
||||
|
||||
designation_added.emit(cell, _tool)
|
||||
EventBus.designation_added.emit(cell, _tool)
|
||||
Audit.log("designation", "painted %s at %s (placeable=%s)" % [_tool, cell, ok])
|
||||
|
||||
|
||||
func _cell_is_placeable(cell: Vector2i) -> bool:
|
||||
# For Phase 5: a cell is placeable for build_wall if it is currently walkable
|
||||
# (no wall present), and for build_floor if it is walkable. Items-on-tile
|
||||
# check is deferred to Phase 5 BuildJob validation; we only gate on geometry here.
|
||||
if World.pathfinder == null:
|
||||
return true
|
||||
return World.pathfinder.is_walkable(cell)
|
||||
|
||||
|
||||
func _sync_selection_flag() -> void:
|
||||
if _selection == null:
|
||||
return
|
||||
_selection.designation_active = (_tool != TOOL_NONE)
|
||||
1
scenes/world/designation.gd.uid
Normal file
1
scenes/world/designation.gd.uid
Normal file
|
|
@ -0,0 +1 @@
|
|||
uid://cmrup4namfy8
|
||||
6
scenes/world/designation.tscn
Normal file
6
scenes/world/designation.tscn
Normal file
|
|
@ -0,0 +1,6 @@
|
|||
[gd_scene load_steps=2 format=3 uid="uid://designation"]
|
||||
|
||||
[ext_resource type="Script" path="res://scenes/world/designation.gd" id="1_designation"]
|
||||
|
||||
[node name="Designation" type="Node"]
|
||||
script = ExtResource("1_designation")
|
||||
|
|
@ -15,6 +15,10 @@ const CLICK_MAX_DURATION_MS: int = 300
|
|||
var _pathfinder: Pathfinder = null
|
||||
var _selected_pawn: Pawn = null
|
||||
|
||||
# When Designation paint mode is active this flag is raised by Designation so
|
||||
# Selection does not also try to select/move on the same click.
|
||||
var designation_active: bool = false
|
||||
|
||||
var _press_screen_pos: Vector2 = Vector2.ZERO
|
||||
var _press_time_ms: int = 0
|
||||
var _pressing: bool = false
|
||||
|
|
@ -34,6 +38,9 @@ func _unhandled_input(event: InputEvent) -> void:
|
|||
return
|
||||
if event.button_index != MOUSE_BUTTON_LEFT:
|
||||
return
|
||||
# Designation paint mode owns input while active; Selection steps aside.
|
||||
if designation_active:
|
||||
return
|
||||
if event.pressed:
|
||||
_press_screen_pos = event.position
|
||||
_press_time_ms = Time.get_ticks_msec()
|
||||
|
|
|
|||
|
|
@ -21,6 +21,10 @@ const PAWN_SCENE: PackedScene = preload("res://scenes/pawn/pawn.tscn")
|
|||
const TREE_SCENE: PackedScene = preload("res://scenes/entities/tree.tscn")
|
||||
const ROCK_SCENE: PackedScene = preload("res://scenes/entities/rock.tscn")
|
||||
const STOCKPILE_SCENE: PackedScene = preload("res://scenes/world/stockpile_zone.tscn")
|
||||
const WALL_SCENE: PackedScene = preload("res://scenes/entities/wall.tscn")
|
||||
const FLOOR_SCENE: PackedScene = preload("res://scenes/entities/floor.tscn")
|
||||
const DOOR_SCENE: PackedScene = preload("res://scenes/entities/door.tscn")
|
||||
const CRATE_SCENE: PackedScene = preload("res://scenes/world/crate.tscn")
|
||||
|
||||
# 3 starting pawns — Phase 2 demo. Phase 7+ replaces this with map-gen + name table.
|
||||
const SAMPLE_PAWNS: Array[Dictionary] = [
|
||||
|
|
@ -49,10 +53,12 @@ const HAUL_SWEEP_INTERVAL_TICKS: int = 100
|
|||
@onready var fog_layer: TileMapLayer = $Fog
|
||||
@onready var pathfinder: Pathfinder = $Pathfinder
|
||||
@onready var selection: Selection = $Selection
|
||||
@onready var designation_ctl: Designation = $DesignationCtl
|
||||
@onready var rest_provider: RestProvider = $RestProvider
|
||||
@onready var chop_provider: ChopProvider = $ChopProvider
|
||||
@onready var mine_provider: MineProvider = $MineProvider
|
||||
@onready var hauling_provider: HaulingProvider = $HaulingProvider
|
||||
@onready var construction_provider: ConstructionProvider = $ConstructionProvider
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
|
|
@ -69,16 +75,32 @@ func _ready() -> void:
|
|||
selection.bind(pathfinder)
|
||||
World.pathfinder = pathfinder # expose to entities (Tree.fell() walkability checks, etc.)
|
||||
|
||||
# Register all 4 providers — Decision iterates by .priority desc.
|
||||
# chop=5 > mine=4 > haul=3 > rest=0.
|
||||
# Phase 5 — expose TileMap layer refs on the autoload so entity code
|
||||
# (Wall._complete, Floor._complete) can stamp data-only tile state.
|
||||
World.wall_layer = wall_layer
|
||||
World.floor_layer = floor_layer
|
||||
World.designation_layer = designation_layer
|
||||
|
||||
# Designation: bind the paint surface + the Selection guard.
|
||||
designation_ctl.bind(designation_layer, selection)
|
||||
|
||||
# Register all 5 providers — Decision iterates by .priority desc.
|
||||
# construction=6 > chop=5 > mine=4 > haul=3 > rest=0.
|
||||
World.register_work_provider(construction_provider)
|
||||
World.register_work_provider(chop_provider)
|
||||
World.register_work_provider(mine_provider)
|
||||
World.register_work_provider(hauling_provider)
|
||||
World.register_work_provider(rest_provider)
|
||||
|
||||
# Phase 5: bridge designation paint events → spawn the ghost-state entity
|
||||
# at that tile and register it as a build site.
|
||||
EventBus.designation_added.connect(_on_designation_added)
|
||||
EventBus.designation_cleared.connect(_on_designation_cleared)
|
||||
|
||||
_spawn_sample_pawns()
|
||||
_spawn_sample_harvestables()
|
||||
_spawn_sample_stockpiles()
|
||||
_seed_phase5_demo_buildings()
|
||||
_run_pathfinder_spike()
|
||||
|
||||
# Phase 4: every 5 in-game seconds (100 ticks), re-evaluate items in
|
||||
|
|
@ -185,6 +207,37 @@ func _spawn_sample_harvestables() -> void:
|
|||
Audit.log("world", "spawned %d trees + %d rocks" % [SAMPLE_TREES.size(), SAMPLE_ROCKS.size()])
|
||||
|
||||
|
||||
func _seed_phase5_demo_buildings() -> void:
|
||||
# Pre-queue a small cabin outline as build designations so pawns visibly
|
||||
# construct walls when they exit Chop/Mine work. Phase 17 will add real
|
||||
# player-driven designation UI; for now the player sees the construction
|
||||
# loop without needing to paint anything.
|
||||
#
|
||||
# Layout: ~5×4 wall ring at (45, 25), with an open door slot.
|
||||
var origin := Vector2i(45, 25)
|
||||
var w := 5
|
||||
var h := 4
|
||||
for x in w:
|
||||
EventBus.designation_added.emit(origin + Vector2i(x, 0), Designation.TOOL_BUILD_WALL)
|
||||
EventBus.designation_added.emit(origin + Vector2i(x, h - 1), Designation.TOOL_BUILD_WALL)
|
||||
for y in h:
|
||||
EventBus.designation_added.emit(origin + Vector2i(0, y), Designation.TOOL_BUILD_WALL)
|
||||
EventBus.designation_added.emit(origin + Vector2i(w - 1, y), Designation.TOOL_BUILD_WALL)
|
||||
# Place a couple of crates at known tiles so the haul system has a target.
|
||||
var crate_tiles: Array[Vector2i] = [Vector2i(17, 60), Vector2i(18, 60)]
|
||||
for t in crate_tiles:
|
||||
var c: Crate = CRATE_SCENE.instantiate()
|
||||
add_child(c)
|
||||
c.setup(t)
|
||||
# Mark crate as already-built for the demo (skip the construction phase).
|
||||
# Phase 17 player UI flow would walk it through a build designation first.
|
||||
while c.is_buildable():
|
||||
c.on_build_tick()
|
||||
Audit.log("world", "phase 5 demo: %d wall designations seeded + %d crates built" % [
|
||||
w * 2 + h * 2 - 4, crate_tiles.size()
|
||||
])
|
||||
|
||||
|
||||
func _spawn_sample_stockpiles() -> void:
|
||||
# Two zones for the Phase 4 acceptance demo:
|
||||
# - Zone A (north): wood-only filter, NORMAL priority (just a wood drop)
|
||||
|
|
@ -210,6 +263,41 @@ func _spawn_sample_stockpiles() -> void:
|
|||
Audit.log("world", "spawned 2 stockpiles: %s + %s" % [zone_a.label, zone_b.label])
|
||||
|
||||
|
||||
# ── Phase 5: designation → build-site spawn bridge ──────────────────────────
|
||||
|
||||
# Track build sites keyed by tile so we can find + queue_free them on cancel.
|
||||
var _build_sites_by_tile: Dictionary = {}
|
||||
|
||||
|
||||
func _on_designation_added(cell: Vector2i, tool: StringName) -> void:
|
||||
if _build_sites_by_tile.has(cell):
|
||||
return # already a build site here
|
||||
var entity = null
|
||||
match tool:
|
||||
&"build_wall":
|
||||
entity = WALL_SCENE.instantiate()
|
||||
add_child(entity)
|
||||
entity.setup(cell, &"stone")
|
||||
&"build_floor":
|
||||
entity = FLOOR_SCENE.instantiate()
|
||||
add_child(entity)
|
||||
entity.setup(cell, &"wood")
|
||||
_:
|
||||
Audit.log("world", "unknown designation tool: %s" % tool)
|
||||
return
|
||||
_build_sites_by_tile[cell] = entity
|
||||
Audit.log("world", "queued %s at %s" % [tool, cell])
|
||||
|
||||
|
||||
func _on_designation_cleared(cell: Vector2i) -> void:
|
||||
if not _build_sites_by_tile.has(cell):
|
||||
return
|
||||
var entity = _build_sites_by_tile[cell]
|
||||
_build_sites_by_tile.erase(cell)
|
||||
if is_instance_valid(entity) and not entity.is_completed():
|
||||
entity.queue_free()
|
||||
|
||||
|
||||
# ── periodic re-flow (the "wood floats up" cascade) ─────────────────────────
|
||||
|
||||
func _on_sim_tick_world_sweep(tick_n: int) -> void:
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
[gd_scene load_steps=9 format=3 uid="uid://rimlike_world"]
|
||||
[gd_scene load_steps=11 format=3 uid="uid://rimlike_world"]
|
||||
|
||||
[ext_resource type="Script" path="res://scenes/world/world.gd" id="1_world"]
|
||||
[ext_resource type="PackedScene" uid="uid://rimlike_camera_rig" path="res://scenes/world/camera_rig.tscn" id="2_camera"]
|
||||
|
|
@ -8,8 +8,11 @@
|
|||
[ext_resource type="Script" path="res://scenes/ai/chop_provider.gd" id="6_chop_provider"]
|
||||
[ext_resource type="Script" path="res://scenes/ai/mine_provider.gd" id="7_mine_provider"]
|
||||
[ext_resource type="Script" path="res://scenes/ai/hauling_provider.gd" id="8_hauling_provider"]
|
||||
[ext_resource type="Script" path="res://scenes/ai/construction_provider.gd" id="9_construction_provider"]
|
||||
[ext_resource type="Script" path="res://scenes/world/designation.gd" id="10_designation"]
|
||||
|
||||
[node name="World" type="Node2D"]
|
||||
y_sort_enabled = true
|
||||
script = ExtResource("1_world")
|
||||
|
||||
[node name="Terrain" type="TileMapLayer" parent="."]
|
||||
|
|
@ -20,6 +23,7 @@ z_index = 1
|
|||
|
||||
[node name="Wall" type="TileMapLayer" parent="."]
|
||||
z_index = 2
|
||||
visible = false
|
||||
|
||||
[node name="Designation" type="TileMapLayer" parent="."]
|
||||
z_index = 3
|
||||
|
|
@ -38,6 +42,9 @@ script = ExtResource("3_pathfinder")
|
|||
[node name="Selection" type="Node" parent="."]
|
||||
script = ExtResource("4_selection")
|
||||
|
||||
[node name="DesignationCtl" type="Node" parent="."]
|
||||
script = ExtResource("10_designation")
|
||||
|
||||
[node name="RestProvider" type="Node" parent="."]
|
||||
script = ExtResource("5_rest_provider")
|
||||
rest_tile = Vector2i(50, 50)
|
||||
|
|
@ -51,5 +58,8 @@ script = ExtResource("7_mine_provider")
|
|||
[node name="HaulingProvider" type="Node" parent="."]
|
||||
script = ExtResource("8_hauling_provider")
|
||||
|
||||
[node name="ConstructionProvider" type="Node" parent="."]
|
||||
script = ExtResource("9_construction_provider")
|
||||
|
||||
[node name="CameraRig" parent="." instance=ExtResource("2_camera")]
|
||||
position = Vector2(640, 640)
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue