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] # ── 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. 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 ) queue_redraw() # ── 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 { "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: # 3/4-perspective bed — fits within the tile (16×16 local box). # Origin (0, 0) = tile bottom-centre. Tile spans local Y: -16 to 0. # # Layout (bottom-anchored, same as Wall / Workbench): # Top band (5 px, Y -16..-11) — top surface of the bed frame (lit) # Body band (8 px, Y -11..-3) — sheet / quilt, quality-tinted # Leg band (3 px, Y -3.. 0) — bed-frame legs / base # # The pillow is a 6×3 rect inset at the top of the body band. # Quality tints the sheet; the frame/legs stay a constant warm brown. # Ghost state draws at 0.4 alpha. var alpha: float = 1.0 if _completed else 0.4 _draw_bed(alpha) func _draw_bed(alpha: float) -> void: # Frame colours — same for all quality tiers (wood frame). var frame_top := Color(0.52, 0.38, 0.20, alpha) # lit top surface var frame_dark := Color(0.34, 0.24, 0.12, alpha) # shaded legs / base var frame_edge := Color(0.28, 0.18, 0.08, alpha) # top-front horizon var outline := Color(0.20, 0.12, 0.04, 0.70 * alpha) # Sheet colour varies by quality tier. var sheet_color := _sheet_color_for_quality(quality, alpha) # Pillow: light cream, inset at top-centre of the body band. var pillow := Color(0.95, 0.92, 0.85, alpha) # ── top surface (lit band) ──────────────────────────────────────────────── draw_rect(Rect2(Vector2(-8.0, -16.0), Vector2(16.0, 5.0)), frame_top) # ── sheet / body band ───────────────────────────────────────────────────── draw_rect(Rect2(Vector2(-7.0, -11.0), Vector2(14.0, 8.0)), sheet_color) # Pillow: 6×3, horizontally centred, flush with the top of the body band. draw_rect(Rect2(Vector2(-3.0, -11.0), Vector2(6.0, 3.0)), pillow) # Medical cross: small red + over the pillow area. # Two overlapping rects form a classic cross — universal medical symbol. if is_medical: var cross := Color(0.85, 0.10, 0.10, alpha) draw_rect(Rect2(Vector2(-3.0, -8.0), Vector2(6.0, 2.0)), cross) # horizontal bar draw_rect(Rect2(Vector2(-1.0, -10.0), Vector2(2.0, 6.0)), cross) # vertical bar # ── base / legs band ────────────────────────────────────────────────────── draw_rect(Rect2(Vector2(-8.0, -3.0), Vector2(16.0, 3.0)), frame_dark) # ── horizon line (top → front depth edge) ──────────────────────────────── draw_line(Vector2(-8.0, -11.0), Vector2(8.0, -11.0), frame_edge, 1.0) # ── outline ─────────────────────────────────────────────────────────────── draw_rect(Rect2(Vector2(-8.0, -16.0), Vector2(16.0, 16.0)), outline, false, 1.0) ## Returns the sheet fill colour for the given quality int. ## Quality indices: 0=SHODDY, 1=NORMAL, 2=EXCELLENT, 3=MASTERWORK, 4=LEGENDARY. func _sheet_color_for_quality(q: int, alpha: float) -> Color: match q: 0: # SHODDY — drab grey-brown return Color(0.45, 0.40, 0.35, alpha) 1: # NORMAL — warm tan return Color(0.55, 0.40, 0.30, alpha) 2: # EXCELLENT — cool blue return Color(0.30, 0.45, 0.65, alpha) 3: # MASTERWORK — gold-brown return Color(0.65, 0.45, 0.20, alpha) 4: # LEGENDARY — regal pink return Color(0.75, 0.40, 0.55, alpha) _: # fallback — same as NORMAL return Color(0.55, 0.40, 0.30, alpha) # ── internal ────────────────────────────────────────────────────────────────── func _complete() -> void: _completed = true queue_redraw() Audit.log("bed", "%s built at %s" % [label_text, tile])