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No commits in common. "c93f889ff1a406dbb38544b4b8bb2ccad4a0d5ca" and "6abd53c6f52b6a16b0a44b6e90bb40c052c53a04" have entirely different histories.

22 changed files with 42 additions and 290 deletions

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@ -28,11 +28,6 @@ var stockpiles: Array = [] # Array of StorageDestination (StockpileZone for
# its _ready(). Don't access before the world scene is mounted. # its _ready(). Don't access before the world scene is mounted.
var pathfinder = null var pathfinder = null
## Reference to the in-scene Designation controller. Wired by world.gd _ready
## so entities completing a job can call World.clear_designation_at(tile) to
## remove the lingering ghost paint without depending on the scene tree path.
var designation_ctl = null
# Phase 5 — build queue. Holds Wall/Floor/Door/Crate ghost entities (not yet # Phase 5 — build queue. Holds Wall/Floor/Door/Crate ghost entities (not yet
# completed). ConstructionProvider iterates this for the nearest buildable site. # completed). ConstructionProvider iterates this for the nearest buildable site.
# Entities call register_build_site() in _ready and unregister_build_site() when # Entities call register_build_site() in _ready and unregister_build_site() when
@ -88,14 +83,6 @@ var grave_markers: Array = []
var items_needing_haul: Dictionary = {} var items_needing_haul: Dictionary = {}
## Clear the designation ghost at `tile`, if any. Entities call this from
## their _complete / fell / mined handlers so the visual highlight disappears
## once the job is done. Safe no-op if designation_ctl isn't wired (headless).
func clear_designation_at(tile: Vector2i) -> void:
if designation_ctl != null:
designation_ctl.clear_cell(tile)
func register_work_provider(wp) -> void: func register_work_provider(wp) -> void:
assert(wp != null, "World.register_work_provider: provider is null") assert(wp != null, "World.register_work_provider: provider is null")
if not work_providers.has(wp): if not work_providers.has(wp):

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@ -279,7 +279,6 @@ func _complete() -> void:
if sprite != null: if sprite != null:
sprite.modulate.a = 1.0 sprite.modulate.a = 1.0
queue_redraw() queue_redraw()
World.clear_designation_at(tile)
Audit.log("bed", "%s built at %s" % [label_text, tile]) Audit.log("bed", "%s built at %s" % [label_text, tile])
# Phase 13 — notify BeautySystem so nearby tile beauty scores update. # Phase 13 — notify BeautySystem so nearby tile beauty scores update.
var bs = World.get("beauty_system") var bs = World.get("beauty_system")

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@ -149,9 +149,6 @@ func mined() -> void:
Audit.log("big_rock", "mined 2×2 at %s; %d stone drops" % [origin_tile, STONE_DROPS_ON_MINE]) Audit.log("big_rock", "mined 2×2 at %s; %d stone drops" % [origin_tile, STONE_DROPS_ON_MINE])
if Audio != null: if Audio != null:
Audio.play_sfx(&"mine_tick") Audio.play_sfx(&"mine_tick")
# BigRocks span 2×2 — clear the designation stamp from every footprint tile.
for ft in footprint_tiles():
World.clear_designation_at(ft)
queue_free() queue_free()

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@ -15,12 +15,9 @@ class_name Crop extends Node2D
const TILE_SIZE_PX: int = 16 const TILE_SIZE_PX: int = 16
## Available crop kinds. Each maps to an ElvGames 64×32 sprite sheet ## Phase 7 ships wheat and potato. Phase 17 expands (berry, hop) per design.md.
## (4 stages × 16w × 32h, plant anchored to bottom row).
const KIND_WHEAT: StringName = &"wheat" const KIND_WHEAT: StringName = &"wheat"
const KIND_POTATO: StringName = &"potato" const KIND_POTATO: StringName = &"potato"
const KIND_CORN: StringName = &"corn"
const KIND_STRAWBERRY: StringName = &"strawberry"
## Sim ticks per growth stage. 200 ticks × 4 stages = 800 total. ## Sim ticks per growth stage. 200 ticks × 4 stages = 800 total.
## At 20 Hz × 5× speed = 100 ticks/sec → 8 real seconds per stage, 32 seconds full grow. ## At 20 Hz × 5× speed = 100 ticks/sec → 8 real seconds per stage, 32 seconds full grow.
@ -29,20 +26,6 @@ const STAGE_COUNT: int = 4
enum Stage { TILLED, SOWN, GROWING_1, GROWING_2, GROWING_3, READY } enum Stage { TILLED, SOWN, GROWING_1, GROWING_2, GROWING_3, READY }
## Per-kind sprite atlas. Strawberry / Corn are 80×32 (5 stages) — we still slice
## the first 4 cols, which gives the same progression (the 5th col is a
## post-harvest regrow frame we don't use).
const _CROP_TEXTURES: Dictionary = {
KIND_WHEAT: preload("res://art/sprites/crops/FG_Crops_Wheat.png"),
KIND_POTATO: preload("res://art/sprites/crops/FG_Crops_Potato.png"),
KIND_CORN: preload("res://art/sprites/crops/FG_Crops_Corns.png"),
KIND_STRAWBERRY: preload("res://art/sprites/crops/FG_Crops_Strawberry.png"),
}
## Width / height of one stage cell in pixels.
const _STAGE_W: int = 16
const _STAGE_H: int = 32
@export var crop_kind: StringName = KIND_WHEAT @export var crop_kind: StringName = KIND_WHEAT
@export var tile: Vector2i = Vector2i.ZERO @export var tile: Vector2i = Vector2i.ZERO
@ -54,9 +37,6 @@ var stage_progress: int = 0
# indoor detection for this crop instance so we don't flood the audit log. # indoor detection for this crop instance so we don't flood the audit log.
var _logged_indoor: bool = false var _logged_indoor: bool = false
# Child Sprite2D — created in _ready, region_rect updated whenever stage flips.
var _sprite: Sprite2D = null
const ITEM_SCENE: PackedScene = preload("res://scenes/entities/item.tscn") const ITEM_SCENE: PackedScene = preload("res://scenes/entities/item.tscn")
@ -64,7 +44,6 @@ const ITEM_SCENE: PackedScene = preload("res://scenes/entities/item.tscn")
func _ready() -> void: func _ready() -> void:
position = _tile_to_world(tile) position = _tile_to_world(tile)
_build_sprite()
World.register_crop(self) World.register_crop(self)
EventBus.sim_tick.connect(_on_sim_tick) EventBus.sim_tick.connect(_on_sim_tick)
queue_redraw() queue_redraw()
@ -83,9 +62,6 @@ func setup(p_tile: Vector2i, p_kind: StringName, p_stage: Stage = Stage.SOWN) ->
stage = p_stage stage = p_stage
stage_progress = 0 stage_progress = 0
position = _tile_to_world(tile) position = _tile_to_world(tile)
if _sprite != null:
_sprite.texture = _texture_for(crop_kind)
_refresh_sprite_region()
queue_redraw() queue_redraw()
Audit.log("crop", "spawned %s at %s (stage=%s)" % [crop_kind, tile, Stage.keys()[stage]]) Audit.log("crop", "spawned %s at %s (stage=%s)" % [crop_kind, tile, Stage.keys()[stage]])
@ -111,7 +87,6 @@ func on_harvest_tick() -> void:
it.setup(item_type, 1, tile) it.setup(item_type, 1, tile)
stage = Stage.TILLED stage = Stage.TILLED
stage_progress = 0 stage_progress = 0
_refresh_sprite_region()
Audit.log("crop", "harvested %s at %s%s" % [crop_kind, tile, item_type]) Audit.log("crop", "harvested %s at %s%s" % [crop_kind, tile, item_type])
queue_redraw() queue_redraw()
@ -123,7 +98,6 @@ func on_sow_tick() -> void:
return return
stage = Stage.SOWN stage = Stage.SOWN
stage_progress = 0 stage_progress = 0
_refresh_sprite_region()
Audit.log("crop", "sown %s at %s" % [crop_kind, tile]) Audit.log("crop", "sown %s at %s" % [crop_kind, tile])
queue_redraw() queue_redraw()
@ -148,7 +122,6 @@ func _on_sim_tick(_n: int) -> void:
if stage_progress >= STAGE_TICKS: if stage_progress >= STAGE_TICKS:
stage_progress = 0 stage_progress = 0
stage = (int(stage) + 1) as Stage stage = (int(stage) + 1) as Stage
_refresh_sprite_region()
queue_redraw() queue_redraw()
if stage == Stage.READY: if stage == Stage.READY:
Audit.log("crop", "%s ready at %s" % [crop_kind, tile]) Audit.log("crop", "%s ready at %s" % [crop_kind, tile])
@ -183,70 +156,53 @@ static func from_dict(d: Dictionary) -> Dictionary:
# ── render ──────────────────────────────────────────────────────────────────── # ── render ────────────────────────────────────────────────────────────────────
func _draw() -> void: func _draw() -> void:
# Tilled-soil base draws under the plant sprite. Stays visible at every stage # Tilled-soil base: a small dark-earth square.
# so the player sees the patch as cultivated.
var soil_color := Color(0.32, 0.20, 0.10) var soil_color := Color(0.32, 0.20, 0.10)
var soil_dark := Color(0.22, 0.14, 0.06) var soil_dark := Color(0.22, 0.14, 0.06)
draw_rect(Rect2(Vector2(-7.0, -7.0), Vector2(14.0, 14.0)), soil_color) draw_rect(Rect2(Vector2(-7.0, -7.0), Vector2(14.0, 14.0)), soil_color)
draw_rect(Rect2(Vector2(-7.0, -7.0), Vector2(14.0, 14.0)), soil_dark, false, 1.0) draw_rect(Rect2(Vector2(-7.0, -7.0), Vector2(14.0, 14.0)), soil_dark, false, 1.0)
if stage == Stage.TILLED:
return # Bare soil — no plant drawn.
# ── sprite helpers ──────────────────────────────────────────────────────────── # stage_idx: 0 = SOWN, 4 = READY
var stage_idx := int(stage) - int(Stage.SOWN)
var height: float = lerp(2.0, 12.0, float(stage_idx) / float(STAGE_COUNT))
var plant_color := _plant_color_for(crop_kind)
func _build_sprite() -> void: # Stem
_sprite = Sprite2D.new() draw_rect(Rect2(Vector2(-2.0, 5.0 - height), Vector2(4.0, height)), plant_color)
_sprite.name = "Sprite"
_sprite.texture = _texture_for(crop_kind)
_sprite.region_enabled = true
_sprite.centered = true
# 32-tall sprite anchored so its bottom edge sits at the tile's bottom row
# (local +8 from tile centre). Sprite half-height = 16 → offset.y = 8 - 16 = -8.
_sprite.offset = Vector2(0, -8)
# Draw the plant above the soil rect but below pawns/items.
_sprite.z_index = 0
add_child(_sprite)
_refresh_sprite_region()
# Foliage circle grows in from GROWING_2 onward
if stage_idx >= 2:
draw_circle(Vector2(0.0, 5.0 - height), 3.0 + float(stage_idx), plant_color)
func _refresh_sprite_region() -> void: # Ready accent — grain head or potato cap
if _sprite == null: if stage == Stage.READY:
return draw_circle(Vector2(0.0, 5.0 - height), 2.0, _ready_accent_for(crop_kind))
var idx := _sprite_stage_index(stage)
if idx < 0:
_sprite.visible = false
return
_sprite.visible = true
_sprite.region_rect = Rect2(idx * _STAGE_W, 0, _STAGE_W, _STAGE_H)
## Map game-stage to one of the 4 sprite columns. TILLED has no plant frame.
## SOWN..GROWING_2 step through cols 0..2; GROWING_3 and READY both land on
## col 3 (mature). The harvest designation overlay is what cues the player
## that READY is ready — sprite alone doesn't need a fifth frame.
func _sprite_stage_index(s: Stage) -> int:
match s:
Stage.TILLED: return -1
Stage.SOWN: return 0
Stage.GROWING_1: return 1
Stage.GROWING_2: return 2
Stage.GROWING_3: return 3
Stage.READY: return 3
_: return 0
# ── helpers ─────────────────────────────────────────────────────────────────── # ── helpers ───────────────────────────────────────────────────────────────────
func _texture_for(kind: StringName) -> Texture2D:
return _CROP_TEXTURES.get(kind, _CROP_TEXTURES[KIND_WHEAT])
func _harvest_output_for(kind: StringName) -> StringName: func _harvest_output_for(kind: StringName) -> StringName:
match kind: match kind:
KIND_WHEAT: return Item.TYPE_GRAIN KIND_WHEAT: return Item.TYPE_GRAIN
KIND_POTATO: return Item.TYPE_VEGETABLE KIND_POTATO: return Item.TYPE_VEGETABLE
KIND_CORN: return Item.TYPE_GRAIN _: return Item.TYPE_VEGETABLE # fallback
KIND_STRAWBERRY: return Item.TYPE_VEGETABLE
_: return Item.TYPE_VEGETABLE
func _plant_color_for(kind: StringName) -> Color:
match kind:
KIND_WHEAT: return Color(0.50, 0.65, 0.20) # bright green sprout
KIND_POTATO: return Color(0.30, 0.55, 0.20) # darker green
_: return Color(0.40, 0.60, 0.20)
func _ready_accent_for(kind: StringName) -> Color:
match kind:
KIND_WHEAT: return Color(0.95, 0.85, 0.20) # golden grain head
KIND_POTATO: return Color(0.95, 0.60, 0.30) # orange potato cap
_: return Color(1.0, 0.4, 0.4)
func _tile_to_world(t: Vector2i) -> Vector2: func _tile_to_world(t: Vector2i) -> Vector2:

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@ -181,5 +181,4 @@ func _complete() -> void:
if sprite != null: if sprite != null:
sprite.modulate.a = 1.0 sprite.modulate.a = 1.0
queue_redraw() queue_redraw()
World.clear_designation_at(tile)
Audit.log("door", "door completed at %s" % tile) Audit.log("door", "door completed at %s" % tile)

View file

@ -172,5 +172,4 @@ func _complete() -> void:
# Floors do NOT block pathfinding — no pathfinder call here. # Floors do NOT block pathfinding — no pathfinder call here.
World.mark_floor_tile(tile, floor_material) World.mark_floor_tile(tile, floor_material)
queue_redraw() queue_redraw()
World.clear_designation_at(tile)
Audit.log("floor", "%s floor completed at %s" % [floor_material, tile]) Audit.log("floor", "%s floor completed at %s" % [floor_material, tile])

View file

@ -224,5 +224,4 @@ func from_dict(d: Dictionary) -> void:
func _complete_dig() -> void: func _complete_dig() -> void:
_dug = true _dug = true
queue_redraw() queue_redraw()
World.clear_designation_at(tile)
Audit.log("grave_slot", "grave dug at %s (ready for burial)" % tile) Audit.log("grave_slot", "grave dug at %s (ready for burial)" % tile)

View file

@ -124,7 +124,6 @@ func mined() -> void:
Audit.log("rock", "mined at %s; %d stone drop" % [tile, STONE_DROPS_ON_MINE]) Audit.log("rock", "mined at %s; %d stone drop" % [tile, STONE_DROPS_ON_MINE])
if Audio != null: if Audio != null:
Audio.play_sfx(&"mine_tick") Audio.play_sfx(&"mine_tick")
World.clear_designation_at(tile)
queue_free() queue_free()

View file

@ -245,7 +245,6 @@ func _complete() -> void:
if _light != null: if _light != null:
_light.enabled = _is_on _light.enabled = _is_on
queue_redraw() queue_redraw()
World.clear_designation_at(tile)
Audit.log("torch", "built at %s" % tile) Audit.log("torch", "built at %s" % tile)
# Phase 13 — notify BeautySystem so nearby tile beauty scores update. # Phase 13 — notify BeautySystem so nearby tile beauty scores update.
var bs = World.get("beauty_system") var bs = World.get("beauty_system")

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@ -119,7 +119,6 @@ func fell() -> void:
Audit.log("tree", "felled at %s; %d wood drops" % [tile, drops_count]) Audit.log("tree", "felled at %s; %d wood drops" % [tile, drops_count])
if Audio != null: if Audio != null:
Audio.play_sfx(&"tree_fell") Audio.play_sfx(&"tree_fell")
World.clear_designation_at(tile)
queue_free() queue_free()

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@ -241,5 +241,4 @@ func _complete() -> void:
queue_redraw() queue_redraw()
queue_redraw() queue_redraw()
World.clear_designation_at(tile)
Audit.log("wall", "%s wall completed at %s" % [wall_material, tile]) Audit.log("wall", "%s wall completed at %s" % [wall_material, tile])

View file

@ -419,7 +419,6 @@ func _complete() -> void:
if _light != null: if _light != null:
_light.enabled = is_on() _light.enabled = is_on()
queue_redraw() queue_redraw()
World.clear_designation_at(tile)
Audit.log("workbench", "%s built at %s" % [label_text, tile]) Audit.log("workbench", "%s built at %s" % [label_text, tile])
# Phase 13 — notify BeautySystem so nearby tile beauty scores update. # Phase 13 — notify BeautySystem so nearby tile beauty scores update.
# Hearth gets base beauty 4 (warm glow); other benches get 1. # Hearth gets base beauty 4 (warm glow); other benches get 1.

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@ -143,7 +143,6 @@ func on_build_tick() -> void:
if build_progress >= BUILD_TICKS: if build_progress >= BUILD_TICKS:
_completed = true _completed = true
emit_signal("contents_changed") emit_signal("contents_changed")
World.clear_designation_at(tile)
Audit.log("crate", "built at %s (capacity %d)" % [tile, CAPACITY]) Audit.log("crate", "built at %s (capacity %d)" % [tile, CAPACITY])
queue_redraw() queue_redraw()

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@ -185,9 +185,6 @@ func _ready() -> void:
# Designation: bind the paint surface + the Selection guard. # Designation: bind the paint surface + the Selection guard.
designation_ctl.bind(designation_layer, selection) designation_ctl.bind(designation_layer, selection)
# Expose on the autoload so entities can clear their ghost stamp on
# completion (Tree.fell, Wall._complete, etc.).
World.designation_ctl = designation_ctl
# Register all 10 providers — Decision iterates by .priority desc. # Register all 10 providers — Decision iterates by .priority desc.
# doctor=9 > sleep=8 > eat=7 > construction=6 > chop=5 ≈ plant=5 > mine=4 # doctor=9 > sleep=8 > eat=7 > construction=6 > chop=5 ≈ plant=5 > mine=4
@ -561,30 +558,15 @@ func _seed_phase5_demo_buildings() -> void:
meal_bill.mode = Bill.Mode.FOREVER meal_bill.mode = Bill.Mode.FOREVER
hearth.add_bill(meal_bill) hearth.add_bill(meal_bill)
# Mixed crops east of the cabin, near the trees. One column per kind so the # Wheat crops east of the cabin, near the trees.
# player sees the four atlas variants side-by-side from the boot demo. var crop_tiles: Array[Vector2i] = [
var crop_plan: Array = [ Vector2i(54, 24), Vector2i(54, 25), Vector2i(54, 26),
[Vector2i(54, 24), Crop.KIND_WHEAT], Vector2i(55, 24), Vector2i(55, 25), Vector2i(55, 26),
[Vector2i(54, 25), Crop.KIND_WHEAT],
[Vector2i(54, 26), Crop.KIND_WHEAT],
[Vector2i(55, 24), Crop.KIND_POTATO],
[Vector2i(55, 25), Crop.KIND_POTATO],
[Vector2i(55, 26), Crop.KIND_POTATO],
[Vector2i(56, 24), Crop.KIND_CORN],
[Vector2i(56, 25), Crop.KIND_CORN],
[Vector2i(56, 26), Crop.KIND_CORN],
[Vector2i(57, 24), Crop.KIND_STRAWBERRY],
[Vector2i(57, 25), Crop.KIND_STRAWBERRY],
[Vector2i(57, 26), Crop.KIND_STRAWBERRY],
] ]
var crop_tiles: Array[Vector2i] = [] for ct in crop_tiles:
for entry in crop_plan:
var ct: Vector2i = entry[0]
var kind: StringName = entry[1]
crop_tiles.append(ct)
var c: Crop = CROP_SCENE.instantiate() var c: Crop = CROP_SCENE.instantiate()
add_child(c) add_child(c)
c.setup(ct, kind, Crop.Stage.SOWN) c.setup(ct, Crop.KIND_WHEAT, Crop.Stage.SOWN)
# Pre-baked breads + a vegetable meal so pawns can eat before the # Pre-baked breads + a vegetable meal so pawns can eat before the
# full cooking chain finishes. Phase 17 may remove these as cooking # full cooking chain finishes. Phase 17 may remove these as cooking
@ -596,7 +578,7 @@ func _seed_phase5_demo_buildings() -> void:
bread_item.setup(Item.TYPE_BREAD, 1, st) bread_item.setup(Item.TYPE_BREAD, 1, st)
bread_item.quality = Item.Quality.NORMAL bread_item.quality = Item.Quality.NORMAL
Audit.log("world", "phase 7 demo: Millstone+Hearth built, %d crops sown (mixed kinds), %d pre-baked breads placed" % [ Audit.log("world", "phase 7 demo: Millstone+Hearth built, %d wheat crops sown, %d pre-baked breads placed" % [
crop_tiles.size(), snack_tiles.size() crop_tiles.size(), snack_tiles.size()
]) ])