class_name ThoughtCatalog ## Static factory registry for named thoughts. ## ## Phase 8 ships 5 thoughts (hungry, tired, well_rested, slept_on_floor, ## ate_meal). Phase 17 expands with: slept_in_good_bed (quality tiers), ## ate_raw_food, witnessed_corpse, in_darkness, cramped_quarters, ## beautiful_room, ugly_room, damp, soaked, cold. ## ## Usage pattern: ## pawn.add_thought(ThoughtCatalog.ate_meal()) ## ## Each factory returns a fresh Thought with all fields set to correct defaults ## for that thought type. Callers must not mutate the returned object before ## passing it to add_thought() — add_thought() handles stack merging. ## ## docs/architecture.md "MoodSystem"; docs/design.md "Thought list (~13)". # ── PERSISTENT thoughts ─────────────────────────────────────────────────────── # Pawn._refresh_persistent_thoughts adds / removes these based on live state. # max_stacks=1 because each is binary (either hungry or not). ## Mood penalty while pawn.is_hungry() is true. ## modifier=-6, max_stacks=1, PERSISTENT. static func hungry() -> Thought: var t := Thought.new() t.id = &"hungry" t.label = "Hungry" t.modifier = -6 t.lifetime = Thought.Lifetime.PERSISTENT t.max_stacks = 1 return t ## Mood penalty while pawn.is_tired() is true. ## modifier=-4, max_stacks=1, PERSISTENT. static func tired() -> Thought: var t := Thought.new() t.id = &"tired" t.label = "Tired" t.modifier = -4 t.lifetime = Thought.Lifetime.PERSISTENT t.max_stacks = 1 return t # ── EVENT thoughts ──────────────────────────────────────────────────────────── # Fire on a transition and decay after ticks_remaining reaches zero. # ticks_remaining is in sim ticks at 1× speed (20 Hz). # ~10 in-game min at 1× = 1200 ticks (20 ticks/s × 60 s/min × 10 min). ## Positive mood boost after waking from a full bed-sleep. ## Fires in _tick_sleep (Agent B) when had_bed=true. ## modifier=+5, max_stacks=1, EVENT, ~10 in-game min at 1×. static func well_rested() -> Thought: var t := Thought.new() t.id = &"well_rested" t.label = "Well rested" t.modifier = 5 t.lifetime = Thought.Lifetime.EVENT t.ticks_remaining = 1200 t.max_stacks = 1 return t ## Mood penalty after sleeping without a bed. ## Fires in _tick_sleep (Agent B) when had_bed=false. ## modifier=-5, max_stacks=1, EVENT, ~10 in-game min at 1×. static func slept_on_floor() -> Thought: var t := Thought.new() t.id = &"slept_on_floor" t.label = "Slept on the floor" t.modifier = -5 t.lifetime = Thought.Lifetime.EVENT t.ticks_remaining = 1200 t.max_stacks = 1 return t ## Mood penalty while a pawn is in an unlit tile at night. ## modifier=-3, max_stacks=1, PERSISTENT. ## Phase 17 polish may split into "outdoor dark" / "cave dark" tiers. static func in_darkness() -> Thought: var t := Thought.new() t.id = &"in_darkness" t.label = "In darkness" t.modifier = -3 t.lifetime = Thought.Lifetime.PERSISTENT t.max_stacks = 1 return t ## Mood penalty while wet accumulator is in Damp tier (25–59). ## Driven by Pawn._sync_persistent_thought via wet status severity == 1. ## modifier=-3, max_stacks=1, PERSISTENT. static func damp() -> Thought: var t := Thought.new() t.id = &"damp" t.label = "Damp" t.modifier = -3 t.lifetime = Thought.Lifetime.PERSISTENT t.max_stacks = 1 return t ## Mood penalty while wet accumulator is in Soaked tier (60+). ## Replaces Damp — Pawn._sync_persistent_thought removes damp before adding soaked. ## modifier=-6, max_stacks=1, PERSISTENT. static func soaked() -> Thought: var t := Thought.new() t.id = &"soaked" t.label = "Soaked" t.modifier = -6 t.lifetime = Thought.Lifetime.PERSISTENT t.max_stacks = 1 return t ## Mood penalty while cold accumulator is active (any severity). ## Named cold_thought to avoid collision with StatusCatalog.cold() factory. ## modifier=-4, max_stacks=1, PERSISTENT. static func cold_thought() -> Thought: var t := Thought.new() t.id = &"cold" t.label = "Cold" t.modifier = -4 t.lifetime = Thought.Lifetime.PERSISTENT t.max_stacks = 1 return t ## ── Phase 13 — Room beauty / dirtiness thoughts ───────────────────────────── # Synced in Pawn._process_thoughts() after the damp/soaked/cold block. # All are PERSISTENT; the sync removes old ones before adding the active tier. ## Positive mood boost when average room beauty >= 4.0. ## modifier=+4, max_stacks=1, PERSISTENT. static func beautiful_room() -> Thought: var t := Thought.new() t.id = &"beautiful_room" t.label = "Beautiful room" t.modifier = 4 t.lifetime = Thought.Lifetime.PERSISTENT t.max_stacks = 1 return t ## Negative mood penalty when average room beauty < 0 (e.g. corpses present, Phase 14). ## modifier=-3, max_stacks=1, PERSISTENT. static func ugly_room() -> Thought: var t := Thought.new() t.id = &"ugly_room" t.label = "Ugly room" t.modifier = -3 t.lifetime = Thought.Lifetime.PERSISTENT t.max_stacks = 1 return t ## Positive mood boost when average room dirtiness < 25 (clean tier). ## modifier=+2, max_stacks=1, PERSISTENT. static func clean_room() -> Thought: var t := Thought.new() t.id = &"clean_room" t.label = "Clean room" t.modifier = 2 t.lifetime = Thought.Lifetime.PERSISTENT t.max_stacks = 1 return t ## Negative mood penalty when average room dirtiness is in dirty tier (25..60). ## modifier=-3, max_stacks=1, PERSISTENT. static func dirty_room() -> Thought: var t := Thought.new() t.id = &"dirty_room" t.label = "Dirty room" t.modifier = -3 t.lifetime = Thought.Lifetime.PERSISTENT t.max_stacks = 1 return t ## Strong negative mood penalty when average room dirtiness >= 60 (filthy tier). ## modifier=-6, max_stacks=1, PERSISTENT. static func filthy_room() -> Thought: var t := Thought.new() t.id = &"filthy_room" t.label = "Filthy room" t.modifier = -6 t.lifetime = Thought.Lifetime.PERSISTENT t.max_stacks = 1 return t ## Positive mood boost after sleeping in an indoor room. ## modifier=+3, max_stacks=1, EVENT, ~1200 ticks (~60 in-game sec at 1×). ## Phase 17 wires this into the sleep toil; factory added here for catalog completeness. static func slept_in_room() -> Thought: var t := Thought.new() t.id = &"slept_in_room" t.label = "Slept in a room" t.modifier = 3 t.lifetime = Thought.Lifetime.EVENT t.ticks_remaining = 1200 t.max_stacks = 1 return t ## Negative mood penalty for eating without a table nearby. ## modifier=-3, max_stacks=1, EVENT, ~800 ticks (~40 in-game sec at 1×). ## Phase 17 wires this into the eat toil; factory added here for catalog completeness. static func ate_without_table() -> Thought: var t := Thought.new() t.id = &"ate_without_table" t.label = "Ate without a table" t.modifier = -3 t.lifetime = Thought.Lifetime.EVENT t.ticks_remaining = 800 t.max_stacks = 1 return t ## Small mood boost after eating a cooked meal or bread. ## Fires in _tick_eat when item_type is TYPE_MEAL or TYPE_BREAD. ## Stacks up to 3 (multiple good meals compound, but cap at 3). ## modifier=+3, max_stacks=3, EVENT, ~800 ticks (~40 in-game sec at 1×). static func ate_meal() -> Thought: var t := Thought.new() t.id = &"ate_meal" t.label = "Ate a meal" t.modifier = 3 t.lifetime = Thought.Lifetime.EVENT t.ticks_remaining = 800 t.max_stacks = 3 return t # ── Phase 14 — Death + corpses + burial ────────────────────────────────────── ## Mood penalty when the pawn sees a corpse within 5 Manhattan tiles. ## Stacks up to 3 — multiple visible corpses compound. ## modifier=-3, max_stacks=3, EVENT, 1200 ticks (~10 in-game min at 1×). static func saw_corpse() -> Thought: var t := Thought.new() t.id = &"saw_corpse" t.label = "Saw a corpse" t.modifier = -3 t.lifetime = Thought.Lifetime.EVENT t.ticks_remaining = 1200 t.max_stacks = 3 return t ## Small positive mood when the pawn helped bury a friend. ## Closure — finite but meaningful. ## modifier=+2, max_stacks=1, EVENT, 2400 ticks (~20 in-game min at 1×). static func buried_friend() -> Thought: var t := Thought.new() t.id = &"buried_friend" t.label = "Buried a friend" t.modifier = 2 t.lifetime = Thought.Lifetime.EVENT t.ticks_remaining = 2400 t.max_stacks = 1 return t ## Small positive mood when the pawn helped cremate a friend. ## Closure — finite but meaningful. ## modifier=+2, max_stacks=1, EVENT, 2400 ticks (~20 in-game min at 1×). static func cremated_friend() -> Thought: var t := Thought.new() t.id = &"cremated_friend" t.label = "Cremated a friend" t.modifier = 2 t.lifetime = Thought.Lifetime.EVENT t.ticks_remaining = 2400 t.max_stacks = 1 return t ## ── Phase 17 — Storyteller event thoughts ────────────────────────────────── ## Positive mood boost after surviving a full year. Applied colony-wide by the ## "one_year_survived" milestone event. ## modifier=+6, max_stacks=1, EVENT, ~2 in-game days (9600 ticks at 20 Hz). static func we_made_it() -> Thought: var t := Thought.new() t.id = &"we_made_it" t.label = "We made it through a year" t.modifier = 6 t.lifetime = Thought.Lifetime.EVENT t.ticks_remaining = 9600 t.max_stacks = 1 return t ## Negative mood penalty after the colony turned away refugees. ## Applied colony-wide by the "refugee_family" wanderer event (refuse branch). ## modifier=-4, max_stacks=1, EVENT, ~1 in-game day (4800 ticks at 20 Hz). static func refused_refugees() -> Thought: var t := Thought.new() t.id = &"refused_refugees" t.label = "We turned away the refugees" t.modifier = -4 t.lifetime = Thought.Lifetime.EVENT t.ticks_remaining = 4800 t.max_stacks = 1 return t ## Positive mood boost when a newcomer joins the colony. ## Applied colony-wide (including the new pawn, after they are registered) ## by wanderer-accept events. ## modifier=+3, max_stacks=1, EVENT, ~1 in-game day (4800 ticks at 20 Hz). static func hopeful_newcomer() -> Thought: var t := Thought.new() t.id = &"hopeful_newcomer" t.label = "A new face among us" t.modifier = 3 t.lifetime = Thought.Lifetime.EVENT t.ticks_remaining = 4800 t.max_stacks = 1 return t ## Strong negative mood while a rotting corpse is present in the colony. ## PERSISTENT: synced from World.corpses each tick by Pawn._process_thoughts. ## Stacks up to 3 (severity scales with the number of rotting corpses, capped ## at 3). Mood compute uses min(stacks, max_stacks) so the cap is enforced. ## modifier=-4, max_stacks=3, PERSISTENT. static func rotting_body_in_colony() -> Thought: var t := Thought.new() t.id = &"rotting_body_in_colony" t.label = "Rotting body in colony" t.modifier = -4 t.lifetime = Thought.Lifetime.PERSISTENT t.max_stacks = 3 return t