class_name GraveSlot extends Node2D ## Phase 14 — per-tile grave slot entity. Spawned by the designation system when ## the player paints TOOL_DIG_GRAVE. Progresses through a two-state build model: ## ## ghost (BUILD_TICKS not yet reached) ## ↓ ConstructionProvider builds it via on_build_tick() ## dug (open hole, ready for a corpse) ## ↓ HaulingProvider routes a corpse here; accept_corpse() is called ## (GraveSlot queue_free-s itself; GraveMarker spawned at same tile) ## ## Build contract: same duck-type interface as Wall / Floor / Door so that ## ConstructionProvider's untyped iteration in World.build_queue picks it up ## automatically without any dispatch addition. ## site.tile: Vector2i ## site.is_buildable() -> bool ## site.label() -> String ## site.get_path() -> NodePath ## site.blocks_pathing_when_complete() -> bool (returns false — grave stays walkable) ## ## StorageDestination duck-type interface (registered in World.stockpiles): ## accepts(item) -> bool ## find_drop_position(item) -> Vector2i ## covers_tile(tile) -> bool ## is_grave_slot_dug() -> bool (queried by GraveyardZone._find_open_grave_slot) ## ## See docs/implementation.md Phase 14 "GraveSlot". const TILE_SIZE_PX: int = 16 ## Sim ticks to dig the grave (80 ticks ≈ 4 s at 1×). const BUILD_TICKS: int = 80 ## Visual colours. const _GHOST_FILL := Color(0.38, 0.28, 0.16, 0.35) # pale dirt, transparent const _DUG_FILL := Color(0.28, 0.18, 0.08, 0.85) # dark open earth const _OUTLINE := Color(0.18, 0.12, 0.06, 0.80) ## Tile position. @export var tile: Vector2i = Vector2i.ZERO var build_progress: int = 0 var _dug: bool = false # true once BUILD_TICKS reached (ghost→dug transition) # ── lifecycle ───────────────────────────────────────────────────────────────── func _ready() -> void: # Register as a build site so ConstructionProvider picks it up. World.register_build_site(self) # Register as a stockpile destination so HaulingProvider can route corpses here. World.register_stockpile(self) z_index = 1 # above terrain, below items func _exit_tree() -> void: World.unregister_build_site(self) World.unregister_stockpile(self) # ── public setup ────────────────────────────────────────────────────────────── ## One-shot initialiser. Call after add_child(). Sets tile + world position. func setup(p_tile: Vector2i) -> void: tile = p_tile # Centre-align within the tile (same convention as Corpse, Item). global_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("grave_slot", "ghost placed at %s" % tile) # ── ConstructionProvider duck-type interface ────────────────────────────────── ## True while the slot still needs digging. ConstructionProvider checks this. func is_buildable() -> bool: return not _dug ## GraveSlot stays walkable after being dug — the pawn stands on it to deposit. func blocks_pathing_when_complete() -> bool: return false ## Human-readable job label used by ConstructionProvider and Audit logs. func label() -> String: return "grave" ## Called by the BUILD toil in JobRunner once per sim tick while the pawn digs. func on_build_tick() -> void: if _dug: return build_progress += 1 queue_redraw() if build_progress >= BUILD_TICKS: _complete_dig() ## True once the slot has finished the ghost-phase (for World._on_designation_cleared). func is_completed() -> bool: return _dug # ── StorageDestination duck-type interface ──────────────────────────────────── ## Returns true if this slot is dug (open) and ready to accept a corpse. ## GraveyardZone calls this to verify an open slot exists in the region. func is_grave_slot_dug() -> bool: return _dug ## Returns true if `item` is a Corpse entity AND this slot is dug. func accepts(item) -> bool: if not _dug: return false return item.has_method("get_item_type") and item.get_item_type() == &"corpse" ## Returns the slot's own tile if it is dug and available; Vector2i(-1,-1) otherwise. func find_drop_position(item) -> Vector2i: if not accepts(item): return Vector2i(-1, -1) return tile ## True when `p_tile` matches this slot's tile. func covers_tile(p_tile: Vector2i) -> bool: return p_tile == tile ## Priority mirrors StorageDestination enum so HaulingProvider's priority ## comparison works cleanly. NORMAL for grave slots. var priority: int = StorageDestination.Priority.NORMAL # ── burial ───────────────────────────────────────────────────────────────────── ## Called by JobRunner._tick_deposit_corpse when a pawn has carried a corpse ## here and is standing on this tile. Instantiates a GraveMarker at this tile, ## emits EventBus.corpse_buried, then frees both the corpse and this slot. func accept_corpse(corpse, world_parent: Node) -> void: if not _dug: Audit.log("grave_slot", "accept_corpse called before slot is dug at %s — ignoring" % tile) return Audit.log("grave_slot", "burying '%s' at %s" % [corpse.deceased_name, tile]) # Spawn permanent GraveMarker. var marker_script: Script = load("res://scenes/entities/grave_marker.gd") var marker := Node2D.new() marker.set_script(marker_script) marker.name = "GraveMarker_%s_%s" % [tile.x, tile.y] world_parent.add_child(marker) marker.setup(tile, corpse.deceased_name, corpse.deceased_portrait_color, corpse.death_cause, corpse.death_tick) Audit.log("grave_slot", "marker placed for '%s' (cause=%s death_tick=%d)" % [ corpse.deceased_name, corpse.death_cause, corpse.death_tick ]) EventBus.corpse_buried.emit(corpse, marker) # Free the corpse and the slot — marker persists. corpse.queue_free() queue_free() # ── visual ──────────────────────────────────────────────────────────────────── func _draw() -> void: # Drawn centred in tile (origin = tile centre). if _dug: _draw_open_grave() else: _draw_ghost() func _draw_ghost() -> void: # Transparent dashed outline: dug-grave shape as a ghost. draw_rect(Rect2(-6.0, -4.0, 12.0, 8.0), _GHOST_FILL, true) draw_rect(Rect2(-6.0, -4.0, 12.0, 8.0), Color(_OUTLINE.r, _OUTLINE.g, _OUTLINE.b, 0.40), false, 1.0) # Progress bar — thin strip across bottom. if BUILD_TICKS > 0 and build_progress > 0: var pct := float(build_progress) / float(BUILD_TICKS) var bar_w := 12.0 * pct draw_rect(Rect2(-6.0, 3.0, bar_w, 1.5), Color(0.6, 0.5, 0.3, 0.6), true) func _draw_open_grave() -> void: # Dark open pit: recessed rectangle to suggest depth. draw_rect(Rect2(-6.0, -4.0, 12.0, 8.0), _DUG_FILL, true) # Lighter near-edge to suggest rim of earth. draw_rect(Rect2(-6.0, -4.0, 12.0, 2.0), Color(0.45, 0.33, 0.18, 0.70), true) draw_rect(Rect2(-6.0, -4.0, 12.0, 8.0), _OUTLINE, false, 1.0) # ── save / load ─────────────────────────────────────────────────────────────── func to_dict() -> Dictionary: return { "class_id": &"grave_slot", "tile_x": tile.x, "tile_y": tile.y, "build_progress": build_progress, "dug": _dug, } func from_dict(d: Dictionary) -> void: tile = Vector2i(int(d.get("tile_x", 0)), int(d.get("tile_y", 0))) build_progress = int(d.get("build_progress", 0)) _dug = bool(d.get("dug", false)) global_position = Vector2( tile.x * TILE_SIZE_PX + TILE_SIZE_PX / 2.0, tile.y * TILE_SIZE_PX + TILE_SIZE_PX / 2.0 ) queue_redraw() # ── internal ───────────────────────────────────────────────────────────────── func _complete_dig() -> void: _dug = true queue_redraw() Audit.log("grave_slot", "grave dug at %s (ready for burial)" % tile)