class_name Status extends RefCounted ## A single status effect entry on a pawn. ## ## Follows the same data-only / RefCounted pattern as Thought (thought.gd). ## StatusCatalog holds the factory functions; Pawn owns the runtime array. ## ## Phase 9 ships with Bleeding and Downed. ## Phase 12 adds Wet / Cold. Phase 17 adds Sick / Infected. ## ## Save / load contract: ## var s2 := Status.from_dict(s.to_dict()) ## assert(s2.id == s.id and s2.severity == s.severity) ## ## docs/design.md "Health & status effects"; docs/architecture.md "Status interrupts". ## Statuses shipped in Phase 9. Extend this enum when new statuses land. enum Kind { BLEEDING, ## Continuous HP loss. Cleared by treatment. DOWNED, ## Cannot act; rescue required. Cleared when HP >= revive threshold. WET, ## Phase 12 — outdoor rain accumulation; drives Damp/Soaked mood thoughts. COLD, ## Phase 12 — winter/cold-snap accumulation; drives Cold mood thought. } ## PERSISTENT statuses remain until an external system clears them (e.g. Downed ## clears when HP rises above HP_REVIVE_THRESHOLD via doctor treatment). ## EVENT statuses tick down ticks_remaining and self-clear at zero (reserved for ## future one-shot statuses like a brief stun). enum Lifetime { PERSISTENT, EVENT, } ## Unique identifier — merge key in Pawn.add_status(). e.g. &"bleeding", &"downed". var id: StringName = &"" ## Which logical status this is. Drives gameplay effects in Pawn._process_statuses(). var kind: Kind = Kind.BLEEDING ## Human-readable label for Audit logs and future pawn-detail UI. ## Not i18n'd here; call Strings.t("status." + id) for player-visible text. var label: String = "" ## Severity scales the effect. Bleeding: 1 = light, 2 = moderate, 3 = severe. ## add_status() increments severity on stack-merge instead of duplicating. var severity: int = 1 ## Ceiling for severity stacking. Bleeding caps at 3. var max_severity: int = 3 ## Whether this status self-clears after ticks_remaining ticks. var lifetime: Lifetime = Lifetime.PERSISTENT ## Remaining sim ticks before an EVENT status self-clears. PERSISTENT ignores this. var ticks_remaining: int = 0 # ── save / load ─────────────────────────────────────────────────────────────── func to_dict() -> Dictionary: return { "id": String(id), "kind": kind, "label": label, "severity": severity, "max_severity": max_severity, "lifetime": lifetime, "ticks_remaining": ticks_remaining, } static func from_dict(d: Dictionary) -> Status: var s := Status.new() s.id = StringName(d.get("id", "")) s.kind = int(d.get("kind", Kind.BLEEDING)) as Kind s.label = str(d.get("label", "")) s.severity = int(d.get("severity", 1)) s.max_severity = int(d.get("max_severity", 3)) s.lifetime = int(d.get("lifetime", Lifetime.PERSISTENT)) as Lifetime s.ticks_remaining = int(d.get("ticks_remaining", 0)) return s