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@ -55,8 +55,6 @@ signal load_finished(slot: StringName, ok: bool, real_seconds_away: int) ## Emit
# Phase 17 — Touch UX completion.
signal pawn_selected(pawn) ## Emitted when Selection picks a pawn — opens PawnDetailPanel.
signal pawn_deselected ## Emitted when Selection clears — closes PawnDetailPanel.
signal workbench_selected(workbench)
signal workbench_deselected
signal pawn_priority_changed(pawn, category: StringName, level: int) ## Emitted when priority matrix updates a cell.
signal alert_added(severity: StringName, text: String, focus_tile: Vector2i) ## Emitted by gameplay subsystems to surface a player notice. severity = info | warn | danger.
signal request_wolf_spawn(count: int) ## Phase 15 EventCatalog → WolfSpawner. Decouples threat-event effects from spawner.

View file

@ -29,7 +29,6 @@ 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 _BIG_ROCK_SCENE: PackedScene = preload("res://scenes/entities/big_rock.tscn")
const _BIG_ROCK_NODE_SCENE: PackedScene = preload("res://scenes/entities/big_rock_node.tscn")
const _ITEM_SCENE: PackedScene = preload("res://scenes/entities/item.tscn")
const _WALL_SCENE: PackedScene = preload("res://scenes/entities/wall.tscn")
const _FLOOR_SCENE: PackedScene = preload("res://scenes/entities/floor.tscn")
@ -277,7 +276,6 @@ func _collect_entities() -> Array:
var registries: Array = [
World.trees,
World.rocks,
World.big_rock_nodes,
World.items,
World.build_queue, # ghost walls / floors / doors / grave_slots
World.doors,
@ -318,7 +316,6 @@ const _SPAWN_PRIORITY: Dictionary = {
&"tree": 0,
&"rock": 0,
&"big_rock": 0,
&"big_rock_node": 0,
&"wall": 0,
&"floor": 0,
&"door": 1,
@ -354,7 +351,6 @@ func _register_factories() -> void:
_factories[&"tree"] = _spawn_tree
_factories[&"rock"] = _spawn_rock
_factories[&"big_rock"] = _spawn_big_rock
_factories[&"big_rock_node"] = _spawn_big_rock_node
_factories[&"item"] = _spawn_item
_factories[&"wall"] = _spawn_wall
_factories[&"floor"] = _spawn_floor
@ -381,18 +377,8 @@ func _register_factories() -> void:
func _spawn_tree(world_scene: Node, d: Dictionary) -> void:
var ent = _TREE_SCENE.instantiate()
world_scene.add_child(ent)
# Pass growth_stage to setup() so _refresh_sprite() picks the right visual.
# Default 3 (STAGE_MATURE) so pre-growth-system saves load as mature trees.
var gs: int = int(d.get("growth_stage", 3))
ent.setup(Vector2i(int(d.get("tile_x", 0)), int(d.get("tile_y", 0))), gs)
ent.setup(Vector2i(int(d.get("tile_x", 0)), int(d.get("tile_y", 0))))
ent.chop_progress = int(d.get("chop_progress", 0))
ent.growth_progress = int(d.get("growth_progress", 0))
ent.chop_designated = bool(d.get("chop_designated", false))
ent.pending_plant = bool(d.get("pending_plant", false))
ent._plant_progress = int(d.get("plant_progress", 0))
# Re-register as build site if planting is still in progress.
if ent.pending_plant:
World.register_build_site(ent)
ent.queue_redraw()
@ -412,14 +398,6 @@ func _spawn_big_rock(world_scene: Node, d: Dictionary) -> void:
ent.queue_redraw()
func _spawn_big_rock_node(world_scene: Node, d: Dictionary) -> void:
var ent = _BIG_ROCK_NODE_SCENE.instantiate()
world_scene.add_child(ent)
ent.setup(Vector2i(int(d.get("tile_x", 0)), int(d.get("tile_y", 0))))
ent.is_quarry_site = bool(d.get("is_quarry_site", false))
ent.queue_redraw()
func _spawn_item(world_scene: Node, d: Dictionary) -> void:
var ent = _ITEM_SCENE.instantiate()
world_scene.add_child(ent)
@ -429,8 +407,6 @@ func _spawn_item(world_scene: Node, d: Dictionary) -> void:
Vector2i(int(d.get("tile_x", 0)), int(d.get("tile_y", 0)))
)
ent.quality = int(d.get("quality", 1)) as Item.Quality
ent.subtype = StringName(d.get("subtype", ""))
ent.queue_redraw()
func _spawn_wall(world_scene: Node, d: Dictionary) -> void:

View file

@ -194,27 +194,8 @@ const TABLE: Dictionary = {
&"tool.workbench_millstone": "Millstone",
&"tool.workbench_hearth": "Hearth",
&"tool.workbench_cremation_pyre": "Cremation Pyre",
&"tool.paint_quarry": "Build quarry",
&"tool.stockpile_general": "Stockpile",
&"tool.graveyard": "Graveyard",
&"tool.plant_tree": "Plant tree",
# Tree growth stage names (shown in inspect tooltip).
&"tree.stage.sapling": "Sapling",
&"tree.stage.young": "Young tree",
&"tree.stage.growing": "Growing tree",
&"tree.stage.mature": "Mature tree",
&"ui.bill.mode_forever": "Forever",
&"ui.bill.mode_count": "Do X times",
&"ui.bill.mode_until_n": "Do until X",
&"ui.bill.target": "Target",
&"ui.bill.until_count": "Until count",
&"ui.bill.completed": "Done",
&"ui.bill.pause": "Pause",
&"ui.bill.remove": "Remove",
&"ui.bill.add_button": "Add bill",
&"ui.bill.no_bills_hint": "No bills. Add one to start crafting.",
&"ui.workbench.current_bill": "Current",
&"ui.workbench.idle": "Idle",
}

View file

@ -19,7 +19,6 @@ var work_providers: Array = []
# from their _ready/_exit_tree. Phase 16 will add stable IDs and persistence wiring.
var trees: Array = [] # Array of Tree
var rocks: Array = [] # Array of Rock
var big_rock_nodes: Array = [] # Array of BigRockNode (permanent stone outcrops)
var items: Array = [] # Array of Item (on-floor stacks)
var stockpiles: Array = [] # Array of StorageDestination (StockpileZone for now; containers Phase 5)
@ -125,15 +124,6 @@ func pawn_at_tile(tile: Vector2i) -> Pawn:
return null
## Returns the Workbench occupying `tile`, or null if none. Used by Selection
## to route taps on a workbench to the bill-editor panel.
func workbench_at_tile(tile: Vector2i):
for w in workbenches:
if w.tile == tile:
return w
return null
func clear_pawns() -> void:
# For save-load / new-game flow in Phase 16.
pawns.clear()
@ -208,24 +198,6 @@ func unregister_rock(r) -> void:
rocks.erase(r)
func register_big_rock_node(n) -> void:
if not big_rock_nodes.has(n):
big_rock_nodes.append(n)
func unregister_big_rock_node(n) -> void:
big_rock_nodes.erase(n)
## Returns the BigRockNode whose 2×2 footprint covers `tile`, or null.
## Used by `paint_quarry` designation to validate the build site.
func big_rock_node_at_tile(tile: Vector2i):
for n in big_rock_nodes:
if n.is_at(tile):
return n
return null
func register_item(it) -> void:
if items.has(it):
return

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