## Rock entity — mineable by a pawn with a Mine job. Drops a stone Item node ## when mined out. ## ## Mirrors Tree's chopping model; stone is harder so MINE_TICKS is longer. ## A MineProvider (Opus, Phase 4) creates a Job whose INTERACT toil calls ## on_mine_tick() once per sim tick via JobRunner. ## ## World registration (World.register_rock / World.unregister_rock) is called ## here but the methods land in World during Opus integration. class_name Rock extends Node2D const TILE_SIZE_PX: int = 16 ## Sim ticks to mine a rock at 1× speed (120 ticks = 6 sim seconds at 20 Hz). ## Stone is harder than wood — MINE_TICKS > Tree.CHOP_TICKS. const MINE_TICKS: int = 120 ## Stone Items dropped on a successful mine. const STONE_DROPS_ON_MINE: int = 1 # ── state ───────────────────────────────────────────────────────────────────── var tile: Vector2i = Vector2i.ZERO ## 0..MINE_TICKS. Advanced by on_mine_tick(); rock is mined when equal to MINE_TICKS. var mine_progress: int = 0 # Preloaded scene for spawned stone items. const ITEM_SCENE: PackedScene = preload("res://scenes/entities/item.tscn") # ── lifecycle ───────────────────────────────────────────────────────────────── func _ready() -> void: position = _tile_to_world(tile) World.register_rock(self) func _exit_tree() -> void: World.unregister_rock(self) # ── public API ──────────────────────────────────────────────────────────────── ## One-shot initialiser. Call after add_child() so _ready() already fired. func setup(start_tile: Vector2i) -> void: tile = start_tile mine_progress = 0 position = _tile_to_world(tile) queue_redraw() Audit.log("rock", "spawned at %s" % tile) ## True when the rock hasn't been fully mined yet. func is_mineable() -> bool: return mine_progress < MINE_TICKS ## Called by the INTERACT toil in JobRunner once per sim tick while the pawn ## works this rock. Advances mine_progress and triggers mined() when complete. func on_mine_tick() -> void: if not is_mineable(): return mine_progress += 1 queue_redraw() if mine_progress >= MINE_TICKS: mined() ## Drop stone Item(s) and free this node. Called automatically by on_mine_tick() ## but also accessible for scripted removal (debug, storyteller events). func mined() -> void: # Single drop lands on the rock's own tile. var item: Item = ITEM_SCENE.instantiate() get_parent().add_child(item) item.setup(Item.TYPE_STONE, 1, tile) Audit.log("rock", "mined at %s; %d stone drop" % [tile, STONE_DROPS_ON_MINE]) queue_free() # ── save / load ─────────────────────────────────────────────────────────────── func to_dict() -> Dictionary: return { "tile_x": tile.x, "tile_y": tile.y, "mine_progress": mine_progress, } static func from_dict(d: Dictionary) -> Dictionary: return { "tile_x": int(d.get("tile_x", 0)), "tile_y": int(d.get("tile_y", 0)), "mine_progress": int(d.get("mine_progress", 0)), } # ── render ──────────────────────────────────────────────────────────────────── func _draw() -> void: # Angular cluster of 3–4 triangles in a dark-grey / light-grey palette. var c1 := Color(0.55, 0.55, 0.50) # light face var c2 := Color(0.38, 0.38, 0.36) # shadow face # Main body polygon (roughly an irregular hex). var body := PackedVector2Array([ Vector2(-5.0, 3.0), Vector2(-6.0, -1.0), Vector2(-2.0, -6.0), Vector2(3.0, -5.0), Vector2(6.0, 0.0), Vector2(4.0, 4.0), ]) draw_colored_polygon(body, c1) # Shadow face on the bottom-right triangle to give depth. var shadow := PackedVector2Array([ Vector2(3.0, -5.0), Vector2(6.0, 0.0), Vector2(4.0, 4.0), Vector2(-5.0, 3.0), ]) draw_colored_polygon(shadow, c2) # Outline. draw_polyline(body, Color(0.0, 0.0, 0.0, 0.5), 1.0) draw_line(body[5], body[0], Color(0.0, 0.0, 0.0, 0.5), 1.0) # Mine-progress crack: a dark jagged line on the face when partially mined. if mine_progress > 0: var ratio := float(mine_progress) / float(MINE_TICKS) var crack_len := ratio * 5.0 draw_line( Vector2(-1.0, -2.0), Vector2(-1.0 + crack_len, 1.0), Color(0.15, 0.12, 0.10, 0.85), 1.5 ) # ── helpers ─────────────────────────────────────────────────────────────────── func _tile_to_world(t: Vector2i) -> Vector2: return Vector2( t.x * TILE_SIZE_PX + TILE_SIZE_PX / 2.0, t.y * TILE_SIZE_PX + TILE_SIZE_PX / 2.0 )