class_name Bed extends Node2D ## Bed furniture entity — buildable, optionally pawn-owned, quality-affected sleep. ## ## Rendered as a bottom-anchored 3/4-perspective sprite within the 16×16 tile, ## matching the workbench / wall / door rendering convention. Ghost state (40% ## alpha) while construction is in progress; solid once _completed. ## ## Quality tints the sheet colour (SLEEP_MOOD_BY_QUALITY maps Item.Quality int ## to the mood modifier awarded when a pawn finishes sleeping here). Phase 8 ## spawns beds at NORMAL quality; Phase 17+ may roll quality from crafter skill. ## ## Build model (docs/implementation.md Phase 8): ## BUILD_TICKS ticks via the standard BuildJob toil (same shape as Wall/Crate/ ## Workbench). blocks_pathing_when_complete() returns false — pawns walk ONTO ## the bed tile to sleep. ## ## Occupancy model: ## _owner_pawn — null = unowned (any tired pawn may use); Phase 8 leaves null. ## _occupant_pawn — set by SleepProvider.claim(); released on SleepProvider.release(). ## is_available() — true when completed AND no current occupant. ## claim(pawn) — atomically sets _occupant_pawn; returns false if unavailable. ## release() — clears _occupant_pawn. ## ## Save/load: ## to_dict() serialises all persistent fields. _occupant_pawn is always saved ## as null (sleep is mid-toil state; the JobRunner saves its own side). Re-wiring ## owner_pawn from name → Pawn reference is deferred to Phase 16's full save layer. ## ## World registration: World.register_bed / World.unregister_bed called from ## _ready / _exit_tree. const TILE_SIZE_PX: int = 16 ## Sim ticks to build a bed (80 ticks ≈ 4 sim seconds at 1×). const BUILD_TICKS: int = 80 ## Sleep mood modifier indexed by Item.Quality int (SHODDY=0 … LEGENDARY=4). ## Applied via the "slept_in_X" thought when a pawn finishes a sleep job. ## Numbers are design.md placeholders — tune in Phase 20. ## SHODDY=-8, NORMAL=-2, EXCELLENT=0, MASTERWORK=5, LEGENDARY=8 const SLEEP_MOOD_BY_QUALITY: Array[int] = [-8, -2, 0, 5, 8] ## ElvGames House Interior atlas — 16×32 single-column bed crops. Each variant ## shows a complete narrow bed: head with rounded pillow + frame on top tile, ## body + wood foot on the bottom tile. See /tmp/bed_candidates.png from the ## 2026-05-12 visual pass for the visual diff that picked these coords. ## ## The sprite spans the bed's tile + the tile immediately south. The southern ## tile stays walkable in the pathfinder — pawns can pass through the visual ## foot of the bed — matching the Phase 4 "rocks are walkable" simplification. const _BED_TEX: Texture2D = preload("res://art/tiles/FG_Interior.png") const _BED_TILE_W: int = 16 const _BED_TILE_H: int = 32 # 2 tiles tall — head row + body row ## Atlas top-left coords (x, y) for each variant. Picked by deterministic hash ## from the bed's tile so the same bed renders the same colour each session. const _BED_VARIANT_COORDS: Array[Vector2i] = [ Vector2i(32, 22), # brown bed (warm wood frame) Vector2i(35, 22), # blue bed (cool quilt) Vector2i(38, 22), # pink bed (rosy quilt) ] # ── exports ─────────────────────────────────────────────────────────────────── ## Tile position of this bed in world-tile coordinates. @export var tile: Vector2i = Vector2i.ZERO ## Quality tier as an int matching Item.Quality enum (0=SHODDY … 4=LEGENDARY). ## Determines sheet colour and sleep mood modifier. @export var quality: int = 1 ## Player-visible name. Defaults to "Bed"; extended types (medical bed, etc.) ## can override via label_text without needing a subclass. @export var label_text: String = "Bed" ## When true, this bed is designated as a medical treatment site. ## DoctorProvider (Phase 9) prefers medical beds over regular beds when ## choosing a destination for downed pawns. A small red cross is drawn over ## the pillow in _draw() so the player can tell medical beds apart at a glance. @export var is_medical: bool = false # ── state ───────────────────────────────────────────────────────────────────── ## Ticks of construction work applied so far. 0..BUILD_TICKS. var build_progress: int = 0 ## True once build_progress >= BUILD_TICKS. var _completed: bool = false ## The pawn who "owns" this bed (has first right of use). null = unowned. ## Phase 8 leaves this null; Phase 17 wires per-pawn bed assignment UI. var _owner_pawn = null ## The pawn currently lying in this bed. Set by claim(); cleared by release(). ## Always null on save (SleepProvider re-claims after load if the pawn still ## has an active sleep job; the JobRunner handles reconnection). var _occupant_pawn = null # ── lifecycle ───────────────────────────────────────────────────────────────── func _ready() -> void: # Bottom-anchor: position.y at tile bottom so Y-sort occludes pawns correctly. position = Vector2( tile.x * TILE_SIZE_PX + TILE_SIZE_PX / 2.0, tile.y * TILE_SIZE_PX + TILE_SIZE_PX ) World.register_bed(self) queue_redraw() func _exit_tree() -> void: World.unregister_bed(self) ## One-shot initialiser. Call after add_child() so _ready() has fired. ## Builds the bed sprite here (not _ready) because _ready fires before the ## caller passes in the real tile — building the sprite earlier would just ## attach it to the (0,0) default position. func setup(p_tile: Vector2i) -> void: tile = p_tile position = Vector2( tile.x * TILE_SIZE_PX + TILE_SIZE_PX / 2.0, tile.y * TILE_SIZE_PX + TILE_SIZE_PX ) # Y-sort so a pawn standing south of the bed (in the foot tile) draws over # the bed sprite, while a pawn sleeping IN the bed (same tile) layers under # the procedural medical-cross overlay. World scene has y_sort_enabled = true. y_sort_enabled = true _build_sprite() queue_redraw() ## Adds a 16×32 Sprite2D child painted with one of the bed variants. Variant ## chosen deterministically from the tile so the same bed renders the same ## colour across boots and load/save. The sprite is centred vertically on the ## border between the bed tile and the tile below, so the head shows in the ## bed's tile and the body extends visually into the southern tile. func _build_sprite() -> void: # Idempotency: if a sprite was added on an earlier setup call, drop it. var prev := get_node_or_null("Sprite") if prev != null: prev.queue_free() var sprite := Sprite2D.new() sprite.name = "Sprite" sprite.texture = _BED_TEX sprite.region_enabled = true var idx: int = (tile.x * 31 + tile.y * 17) % _BED_VARIANT_COORDS.size() var coord: Vector2i = _BED_VARIANT_COORDS[idx] sprite.region_rect = Rect2( coord.x * TILE_SIZE_PX, coord.y * TILE_SIZE_PX, _BED_TILE_W, _BED_TILE_H, ) sprite.centered = true # Node position.y already sits at the bottom of the bed tile (top of the # foot tile). A centred 16×32 sprite at offset (0, 0) then spans y -16..+16, # covering bed-tile + foot-tile vertically. No extra offset needed. sprite.offset = Vector2.ZERO # Sprite stays z=0; procedural _draw overlay (cross + ghost) renders on top # of the parent Node2D via its own _draw(), which fires after children. sprite.z_index = 0 # Ghost state — translucent until built. Solidified in _complete(). sprite.modulate.a = 1.0 if _completed else 0.4 add_child(sprite) # ── BuildJob interface (matches Wall / Crate / Workbench shape) ─────────────── ## True while the bed still needs construction work. ## JobRunner's BUILD toil checks this to decide when the toil is done. func is_buildable() -> bool: return not _completed ## Human-readable label for job descriptions and Audit logs. func label() -> String: return label_text ## Called by the BUILD toil in JobRunner once per sim tick while the pawn works. ## Advances build_progress and completes the bed at BUILD_TICKS. func on_build_tick() -> void: if _completed: return build_progress += 1 queue_redraw() if build_progress >= BUILD_TICKS: _complete() ## True once the bed has been fully built. func is_completed() -> bool: return _completed ## Beds remain walkable after completion — pawns walk ONTO the tile to sleep. func blocks_pathing_when_complete() -> bool: return false # ── occupancy ───────────────────────────────────────────────────────────────── ## Returns true when this bed is built and no pawn is currently using it. ## SleepProvider calls this to filter candidate beds before claiming. func is_available() -> bool: return _completed and _occupant_pawn == null ## Atomically claim this bed for `pawn`. Returns false if not available. ## SleepProvider calls this before starting the sleep toil; on false the ## provider must look for another bed. func claim(pawn) -> bool: if not is_available(): return false _occupant_pawn = pawn return true ## Release this bed when the sleep job ends (normally or interrupted). ## SleepProvider calls this from its on_complete / on_cancel hook. func release() -> void: _occupant_pawn = null # ── save / load ─────────────────────────────────────────────────────────────── ## Serialise all persistent state for World save (wired in Phase 16). ## _occupant_pawn is always saved as null — the JobRunner holds the sleep ## toil state and the SleepProvider re-claims the bed after load. func to_dict() -> Dictionary: var owner_name = null if _owner_pawn != null and _owner_pawn.has_method("get"): owner_name = _owner_pawn.get("pawn_name") return { "class_id": &"bed", "tile_x": tile.x, "tile_y": tile.y, "quality": quality, "label_text": label_text, "is_medical": is_medical, "build_progress": build_progress, "completed": _completed, "owner_pawn_name": owner_name, # occupant_pawn always null on save — SleepProvider reconnects after load. "occupant_pawn": null, } ## Restore from a dict produced by to_dict(). ## owner_pawn re-wiring (name → Pawn reference) is deferred to Phase 16. func from_dict(d: Dictionary) -> void: tile = Vector2i(int(d.get("tile_x", 0)), int(d.get("tile_y", 0))) quality = int(d.get("quality", 1)) label_text = str(d.get("label_text", "Bed")) is_medical = bool(d.get("is_medical", false)) build_progress = int(d.get("build_progress", 0)) _completed = bool(d.get("completed", false)) # owner_pawn: Phase 16 will walk World.pawns and match by pawn_name. _owner_pawn = null _occupant_pawn = null setup(tile) # ── render ───────────────────────────────────────────────────────────────────── func _draw() -> void: # Bed body / pillow now come from the Sprite2D child (see _build_sprite()). # This _draw renders only the small red medical-cross overlay over the # pillow region of the sprite. Sprite handles ghost alpha via modulate.a. if not is_medical: return var alpha: float = 1.0 if _completed else 0.4 var cross := Color(0.85, 0.10, 0.10, alpha) # Pillow on the FG_Interior bed sprite sits roughly at local-y -12..-8 inside # the head tile. Drop a small + centred there so the player can tell medical # beds apart at a glance. draw_rect(Rect2(Vector2(-3.0, -11.0), Vector2(6.0, 2.0)), cross) # horizontal bar draw_rect(Rect2(Vector2(-1.0, -13.0), Vector2(2.0, 6.0)), cross) # vertical bar # ── internal ────────────────────────────────────────────────────────────────── func _complete() -> void: _completed = true # Solidify the ghost: sprite goes from 40% to full opacity. var sprite: Sprite2D = get_node_or_null("Sprite") if sprite != null: sprite.modulate.a = 1.0 queue_redraw() Audit.log("bed", "%s built at %s" % [label_text, tile]) # Phase 13 — notify BeautySystem so nearby tile beauty scores update. var bs = World.get("beauty_system") if bs != null: bs.register_furniture(self) bs.recompute_around(tile)