Commit graph

8 commits

Author SHA1 Message Date
f67c12c51f Clear designation tile-highlight when jobs complete
Each entity completion handler (wall/floor/door/bed/torch/workbench/crate
/tree/rock/big_rock/grave_slot) now calls World.clear_designation_at(tile)
so the orange/blue/etc. highlight overlay disappears with the job.
BigRock iterates its footprint to clear all four tiles.

World.designation_ctl is set during the scene boot wire-up; the helper
no-ops when the controller is absent (e.g. headless tests).
2026-05-15 19:31:55 +01:00
d819c13a9d Phase 18 — Audio (music director + SFX catalog + bus wiring)
Adds an AudioManager autoload with three buses (Master, Music routed to
Master, SFX routed to Master), a small catalog of looping music + one-shot
SFX, and a single persistent AudioStreamPlayer for the music director.

Music
* Day and night loops swap on Clock.phase_changed (night during the night
  phase, day everywhere else). Tracks pulled from Retro Farming Music 1
  (day) and Cozy Melodies Pack 1 (night), both loopable OGG.

SFX
* Tree.fell, Rock.mined, BigRock.mined → tree_fell / mine_tick.
* EventBus.pawn_took_damage → combat_hit (Sword Pack 1).
* EventBus.storyteller_event_fired → ui_confirm sting.
* EventBus.alert_added → ui_click.
* play_sfx is rate-limited per key (80ms cooldown) so fast-sim doesn't
  saturate the mixer.

Settings + suspend
* SettingsMenu master/music/sfx sliders now live-bind to the bus dB via
  Audio.set_*_linear (linear → dB internally, 0 → -80dB silence). The
  ambient slider is intentionally unwired; no ambient bus this pass.
* NOTIFICATION_APPLICATION_PAUSED + FOCUS_OUT mute the Master bus to
  match the existing "no background sim" rule. Resume + focus restore it.

Bundle housekeeping
* Two zipped packs in the ElvGames bundle (Cozy Melodies Pack 1, Retro
  Farming Music 1) extracted in place to keep pack identity intact for
  the license/credits string. 8 OGG files curated into audio/ at ~5.3MB.

Verified end-to-end via MCP runtime: buses online, day_loop plays at
boot, manual phase swap day→night→day round-trips, slider linear→dB
mapping correct (0.5 → -6.02dB, 0.0 → -80dB), tree_fell SFX triggers.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 18:54:36 +01:00
a4163ba222 Chop/mine designation gate + reachability gates on Doctor & Eat
Player reported pawns ignoring chop designations. Root cause:
ChopProvider/MineProvider iterated World.trees/World.rocks
unconditionally — paint set a null sentinel and never touched the entity,
so designation was cosmetic only. Pawns auto-chopped nearest unfelled tree.

* Added chop_designated: bool to Tree, mine_designated: bool to Rock and
  BigRock (footprint-aware: paint on any of the 4 footprint cells flags
  the boulder). Save/load round-trips the flag.

* world.gd._on_designation_added 'chop'/'mine' cases now find the entity
  at the painted tile and flip the flag. _on_designation_cleared inverts.

* Boot seed auto-designates SAMPLE_TREES / SAMPLE_ROCKS / SAMPLE_BIG_ROCKS
  so the cabin demo still produces wood + stone end-to-end without
  requiring the player to paint first.

Also from the same audit (researcher mapped all 11 WorkProviders):

* DoctorProvider + EatProvider now pre-check reachability with
  pathfinder.find_path before issuing a job, mirroring HaulingProvider's
  pattern. Previously they handed out doomed walks that JobRunner had to
  cancel, busy-spinning at 20 Hz.

Verified end-to-end via MCP runtime: undesignated tree/rock returns null
from provider; paint flips the flag and provider returns a chop/mine job;
un-paint clears the flag; BigRock footprint paint works on any of the 4
cells.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 14:53:50 +01:00
938e871bf1 Add BigRock: 2×2 mineable boulder with full mining/path/save support
A new entity for multi-tile rock formations. Same duck-typed contract as
single-tile Rock so MineProvider scans both transparently via World.rocks.

Differences from Rock:
  • Occupies a 2×2 footprint anchored at origin_tile (top-left).
  • Renders a single 32×32 Sprite2D drawn from the FG_Grasslands_Spring 2×2
    cluster sprites at (22, 3) brown and (30, 3) gray.
  • Blocks pathfinding on all four footprint tiles — pawns route around it.
  • MineProvider asks `rock.approach_tile_for(pawn.tile)` for the walk
    destination, so the pawn stands beside the boulder instead of trying to
    path into the blocked footprint. Rock returns its own tile (walkable);
    BigRock picks the nearest walkable perimeter neighbour.
  • Mining takes 480 ticks (4× Rock) and drops 4 stone, one per footprint tile.

All init work happens in setup() rather than _ready(): the calling pattern is
`add_child(big); big.setup(origin)`, and _ready fires inside add_child with
origin_tile still at its zero default — anything reading origin_tile from
_ready would stamp the pathfinder at the wrong tile.

Wired through SaveSystem: factory preload, spawn-priority tier 0 (same as
Rock — static structures spawn before pawns), and a `&"big_rock"` factory.

World seed adds two demo boulders near the small-rock cluster
(65, 58) + (56, 64) so the visual contrast is on-screen from boot.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-12 14:34:24 +01:00
725d3fb701 Rock: replace cluster-piece tiles with standalone single-tile boulders
The earlier coords (24,7), (28,7), (12,13) in FG_Grasslands_Spring.png are
autotile interior pieces — clipping their 16×16 windows produces sprites that
visibly continue beyond the tile edge, betraying the autotile cluster they
were cut from.

Replace with six clean single-tile boulders from the rock band (x=16..29 at
y=3 and y=5). Each has a green margin on all four edges, so they read as
proper standalone rocks. Two color families (brown + gray) × three sizes
(round / peaked / squat) gives more visual variety than before too.

Multi-tile big-boulder formations at (22..23, 3..4) brown and (30..31, 3..4)
gray are noted in the comment for a future BigRock entity.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-12 14:25:13 +01:00
2de5130ae0 Visual pass 2: tree + rock + stone wall sprite swaps
Replaces three procedural _draw() entities with bundle sprites:

- Tree: was draw_rect trunk + draw_circle canopy. Now Sprite2D using
  FG_Tree_Spring.png (64x80, 4 variants picked deterministically from
  tile coord). Bottom-anchored so trunk base sits at tile bottom, canopy
  rises into the cell above; y_sort_enabled so canopies tuck behind
  pawns south of the trunk. Chop-progress notch overlay retained.
- Rock: was draw_colored_polygon hex. Now Sprite2D reading from the
  existing FG_Grasslands_Spring.png decoration atlas at three eyeballed
  coords (2 gray boulders, 1 brown rock pile). Variant deterministic
  per tile. Mine-progress crack overlay retained.
- Stone wall: was procedural top-band + front-band + mortar lines. Now
  Sprite2D from FG_Fortress.png at (1,1) — clean tan-stone brick fill.
  Bottom-anchored (offset.y=-8) so the 16x16 sprite spans y=-16..0,
  matching the procedural draw box exactly. Ghost state via modulate.a.
  Wood walls still use procedural _draw_wood_wall — no clean 16x16 wood
  tile found in the bundle yet (Pixel Crawler Walls.png is 32x32, would
  need crop+rescale).

Asset additions:
- art/sprites/FG_Tree_Spring.png (Tier 1, Grasslands pack)
- FG_Fortress.png and FG_Grasslands_Spring.png were already in art/tiles
  from earlier passes; this commit just consumes them from new sites.

Headless boots clean, runtime verified: trees look like chunky pixel-art
trees with root flare, rocks read as real boulders, cabin walls show
proper brick texture.

License: all ElvGames Humble bundle — commercial OK with credit.
Credit-string compilation still open.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-12 14:19:06 +01:00
19d28ca9f8 Phase 16: Save/load full coverage + autosave + UI
Three-agent fan-out reusing the contracts-first pattern: Opus pre-wrote
World.clear_all + 4 EventBus signals (save_started/finished, load_started/
finished) before dispatch. Pattern proven across Phases 12/13/14/15/16.

Entity to_dict/from_dict + class_id tagging (Agent A):
- class_id tag added to all 18 entity to_dict methods for loader routing
- Missing pairs filled in: wolf, grave_slot, graveyard_zone, stockpile_zone,
  crate (from_dict). All defensive with d.get(field, default).
- Workbench round-trips label_text so Carpenter/Smelter/Millstone/Hearth/
  Pyre kinds survive reload
- BeautySystem + DirtinessSystem save_dict/apply_dict for sparse maps
- World.save_tilemap_layers / apply_tilemap_layers covering 5 layers
  (Terrain/Floor/Wall/Designation/Roof; Fog runtime-only skipped)

SaveSystem v2 rewrite (Agent B):
- SAVE_VERSION bumped from 1 to 2
- write_save(slot) pauses Sim, emits save_started, collects every entity
  via _collect_entities iterating all World registries, writes payload to
  user://save_<slot>.json
- apply_save full rewrite: pause sim → emit load_started → World.clear_all
  → apply autoloads (GameState/Clock/Weather/Storyteller) → apply tilemap
  layers → iterate payload.entities and dispatch to per-class factories
  → apply beauty/dirt maps → emit load_finished(slot, ok, real_seconds_away)
- Per-class factory registry: 18 class_ids dispatched to setup+add_child+
  from_dict patterns. CremationPyre detected via workbench.label_text == 'Pyre'
- Public slot API: save_to_slot/load_from_slot/has_save/delete_save/
  peek_save_metadata. Slots locked: &manual + &autosave

Autosave + UI + Resume toast (Agent C):
- autoload/autosave.gd — new Autosave autoload. Periodic every
  AUTOSAVE_INTERVAL_TICKS = 6000 (~5 in-game min at 20 Hz) + NOTIFICATION_
  APPLICATION_PAUSED (mobile) + NOTIFICATION_WM_WINDOW_FOCUS_OUT (desktop).
  Gated by _busy flag tied to EventBus.save_started/save_finished.
- TopBar extended with SaveBtn (💾) + LoadBtn buttons, 48×48 min hit area
- scenes/ui/load_menu.gd — CanvasLayer slot picker. Reads peek_save_metadata
  to show 'Manual save (Date Time)' / 'Autosave (Date Time)' rows.
  Version-mismatch warning dialog before continuing on older saves.
- scenes/ui/resume_toast.gd — top-center toast. On load_finished(ok=true):
  'Welcome back — N minutes/hours away' for 5s + 0.8s fade.
  On ok=false: 'Load failed (corrupt or version mismatch)'.
- Strings catalog: 14 new keys (ui.save / ui.load / ui.welcome_back_* /
  ui.load_failed etc.)
- main.gd mounts LoadMenu + ResumeToast as runtime CanvasLayer children

MCP runtime verified:
- Saved at tick 1137 → [save] wrote slot 'manual': 113 entities at tick 1137
- Advanced sim to tick 4600 at ULTRA speed (different state)
- load_from_slot(&manual) → [save] applied slot 'manual': 113 entities,
  0 errors, tick=1137, away=34s
- post-load: Sim.tick=1137 (restored), pawns alive=3, all furniture +
  workbenches + crops + walls + floors back in place
- Resume toast fires: [resume_toast] showing — ok=true seconds_away=34
- Autosave on focus-loss verified: [autosave] focus-loss → wrote autosave
- Screenshot shows TopBar with Save + Load buttons + post-load Lone Wolf
  storyteller modal from fresh dawn roll

Known acceptable gaps (deferred to Phase 20 tuning):
- Pawn JobRunner mid-INTERACT/mid-BUILD restarts from toil 0 on reload
  (walk toil round-trips; multi-step interact does not). Pawns lose a few
  seconds of work.
- Workbench bill mid-craft fetch state isn't fully serialized.
- Wolf.target_pawn re-resolution from name string is Agent A's documented
  pattern; Agent B's apply_save respects pawn-restoration ordering so the
  resolution works after pawns are back.

Delegation: 3× gdscript-refactor (Sonnet) agents in parallel; integration
+ MCP verify on Opus.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-11 19:24:59 +01:00
91bceeebe8 Phase 4 — Trees, Rocks, Items, Stockpiles, Hauling
Three gdscript-refactor agents in parallel + Opus integration.

Entities (scenes/entities/, Agent A — 3 scripts + 3 .tscn, ~460 lines):
- item.gd: 16-type StringName registry (matches design.md filter chips);
  Node2D + _draw() colored square + stack-count badge; to_dict/from_dict
- tree.gd: class_name HarvestableTree (Godot 4 ships a built-in 'Tree'
  Control class — renamed to avoid the shadow); CHOP_TICKS=80; on_chop_tick
  advances progress, fells when complete, drops 3 wood items at tile +
  walkable neighbours
- rock.gd: MINE_TICKS=120; angular polygon _draw; mined() drops 1 stone

Toil + provider extensions (scenes/ai/, Agent B — 4 files modified/added,
~250 lines):
- Toil: new KIND_INTERACT (timed entity action), KIND_PICKUP, KIND_DEPOSIT
- JobRunner: _tick_interact resolves NodePath, calls target.<method>()
  each tick, marks done when is_choppable/is_mineable returns false;
  _tick_pickup finds Item at pawn.tile, transfers to pawn.carried_item;
  _tick_deposit places carried_item at pawn.tile + clears the
  items_needing_haul dirty flag
- ChopProvider (priority=5): nearest choppable tree; Job=[walk_to + interact]
- MineProvider (priority=4): same for rocks

Hauling system (scenes/world/ + scenes/ai/, Agent C — 4 files, ~330 lines):
- StorageDestination: abstract Node2D base; Priority enum CRITICAL=0..OFF=4;
  accepted_types (empty=wildcard); _filter_accepts() helper
- StockpileZone: concrete rect-region zone; _draw paints priority-tinted
  overlay (z_index=-1); find_drop_position scans for free cells respecting
  one-stack-per-tile rule
- HaulingProvider (priority=3): nearest dirty item × best destination →
  4-toil job [walk → pickup → walk → deposit]; sweep_for_better_destinations
  enables the priority cascade (items in lower-priority zones re-mark dirty
  when a higher-priority destination opens up)

Opus integration (~200 lines):
- World autoload: trees/rocks/items/items_needing_haul/stockpiles registries
  + register/unregister methods; pathfinder reference exposed for entity
  code (tree.fell needs is_walkable for neighbour drops)
- Pawn: carried_item slot + carry-indicator (small colored rect upper-right
  of body) via queue_redraw in _on_sim_tick
- World scene: registers chop/mine/haul/rest providers; spawns 6 trees
  (cluster east-north), 4 rocks (south-east), 2 stockpile zones (Zone A
  wood-only NORMAL, Zone B wildcard HIGH); periodic
  hauling_provider.sweep_for_better_destinations every 100 sim ticks

Acceptance — MCP-verified end-to-end (the full Phase 4 loop):
- 3 pawns boot, Decision picks chop (highest priority work), all walk to
  nearest tree, chop in parallel (3× speed because all 3 call on_chop_tick
  per tick). Trees fell, drop wood (18 items). Pawns move to rocks, mine,
  drop stone (4 items). Total 22 items spawn.
- HaulingProvider routes wood + stone toward Zone B (wildcard HIGH > Zone
  A's wood-only NORMAL). Pawns carry items one at a time, visual indicator
  shows during transit. Items deposit, items_needing_haul dirty flag
  clears.
- **Priority cascade test:** Zone A promoted from NORMAL to CRITICAL.
  Manually-triggered sweep marks 3 wood items in Zone B for re-haul.
  Within a few thousand ticks: Zone A has 5 wood (cascaded from Zone B),
  Zone B has 4 stone only (wood left, stone stayed because Zone A rejects
  stone). Filter + priority cascade working exactly per design.md spec.

Phase 4 gotchas (logged in implementation.md):
- 'Tree' shadows Godot 4's built-in Tree Control class — class_name had to
  be renamed to HarvestableTree. Scene/file names stayed as 'tree' since
  the game concept is still 'tree'; the rename only affects code-side
  type references.
- draw_colored_polygon(points, color) takes a SINGLE Color, not a
  PackedColorArray. Agent C had to be reminded; draw_polygon(points, colors)
  is the variant that takes per-vertex colors.
- Godot's class-name cache lags behind file changes — a full editor scan
  ('godot --headless --editor --quit') is needed to flush. Even after
  reload_project, type-annotation assignments can fail; duck-typed
  variables ('var x = scene.instantiate()') sidestep the issue.
- JobRunner's _tick_deposit had to explicitly call
  World.clear_item_haul_flag — the dirty set persisted otherwise and
  items appeared 'needing haul' even after deposit.

Delegation report this phase:
- Agent A (Sonnet, gdscript-refactor): Tree + Rock + Item entities + i18n
  keys. ~460 lines.
- Agent B (Sonnet, gdscript-refactor): Toil extensions + JobRunner handlers
  + ChopProvider + MineProvider. ~250 lines.
- Agent C (Sonnet, gdscript-refactor): StorageDestination + StockpileZone
  + HaulingProvider with cascade sweep. ~330 lines.
- Opus: World autoload extensions (entity registries + pathfinder ref),
  Pawn carry slot + visual, world.tscn/gd wiring, the Tree rename, the
  draw_colored_polygon fix, the dirty-set-clear fix, MCP-driven runtime
  verification including the full chop-mine-haul loop and the priority
  cascade demo.

~75% of Phase 4's GDScript was subagent-authored.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 21:32:39 +01:00