class_name WolfSpawner extends Node ## Storyteller-side spawner for wolf raid events. ## ## Spawn trigger (Phase 10): full night (darkness_factor >= 0.8) AND off cooldown. ## Season-weighted spawning (design.md "Wolf spawn") is deferred to Phase 12 ## when WeatherSystem / SeasonSystem land. ## ## WolfSpawner is a Node child of the World scene — not an autoload. ## Wolf scenes are add_child()'d to get_parent() (the World scene root) so ## wolves share the same node tree as all other entities. ## ## Pack size is PACK_MIN–PACK_MAX for Phase 10 demo. design.md target is 1–4; ## widen the range in Phase 17 once the combat spike validates feel. const PACK_MIN: int = 1 const PACK_MAX: int = 2 # Phase 10 demo; design.md target 1–4 for Phase 17. ## Minimum sim ticks between raids. 4800 ticks = 1 in-game day at 20 Hz. ## Prevents stacked raids in consecutive night phases. const RAID_COOLDOWN_TICKS: int = 4800 ## How far from each map edge to allow spawn tiles (avoids corner/boundary weirdness). const MAP_EDGE_BLEED: int = 2 ## Preloaded Wolf scene. Mirrors the pattern used by Tree/Item entities. const WOLF_SCENE: PackedScene = preload("res://scenes/entities/wolf.tscn") ## Sim-tick number of the last raid this spawner triggered. ## Initialised to -RAID_COOLDOWN_TICKS so the first eligible night is fair game. var _last_raid_tick: int = -RAID_COOLDOWN_TICKS func _ready() -> void: EventBus.sim_tick.connect(_on_sim_tick) # Phase 17 — EventCatalog threat events bypass darkness/cooldown gates and # force-spawn wolves immediately via this signal. if EventBus.has_signal("request_wolf_spawn"): EventBus.request_wolf_spawn.connect(_on_request_wolf_spawn) func _on_sim_tick(n: int) -> void: # Gate 1: only spawn during deep night (darkness >= 0.8 means past dusk ramp). # Clock.darkness_factor() returns 1.0 at full night, 0.8 at ~90% through the dusk ramp. if Clock.darkness_factor() < 0.8: return # Gate 2: cooldown — at least one in-game day between raids. if n - _last_raid_tick < RAID_COOLDOWN_TICKS: return _trigger_raid(n) func _trigger_raid(current_tick: int) -> void: _last_raid_tick = current_tick var pack_size := randi_range(PACK_MIN, PACK_MAX) var spawn_tiles := _pick_spawn_tiles(pack_size) var spawned: Array = [] for spawn_tile in spawn_tiles: var w: Wolf = WOLF_SCENE.instantiate() get_parent().add_child(w) w.setup(spawn_tile) spawned.append(w) EventBus.wolf_spawned.emit(spawned) Audit.log("wolf", "RAID: %d wolf(ves) spawned at %s" % [pack_size, spawn_tiles]) ## Phase 17 — force-spawn `count` wolves immediately, bypassing darkness and ## cooldown gates. Used by EventCatalog threat events (wolves_at_the_edge, ## lone_wolf, pack_hunt) which fire at narrative moments regardless of time. ## _last_raid_tick is NOT updated here — a forced narrative raid does not reset ## the night-attack cooldown, so organic raids can still follow. func _on_request_wolf_spawn(count: int) -> void: var spawn_tiles := _pick_spawn_tiles(count) var spawned: Array = [] for spawn_tile in spawn_tiles: var w: Wolf = WOLF_SCENE.instantiate() get_parent().add_child(w) w.setup(spawn_tile) spawned.append(w) EventBus.wolf_spawned.emit(spawned) Audit.log("wolf", "FORCED RAID (event): %d wolf(ves) spawned at %s" % [count, spawn_tiles]) func _pick_spawn_tiles(count: int) -> Array[Vector2i]: ## Choose a random map edge, then return `count` tiles clustered near a ## random anchor on that edge. All tiles are inside MAP_EDGE_BLEED to avoid ## corner/boundary edge cases with the pathfinder grid bounds. ## ## Map size matches World.MAP_SIZE_TILES (80×80 in Phase 1). ## Duck-typed access to World.MAP_SIZE_TILES would require it to be declared ## there; using the literal constant is safe for MVP and matches the pattern ## used in WolfSpawner's Phase 10 scope. Phase 16 or 17 can wire this to ## World.MAP_SIZE_TILES when that const lands on the autoload. const MAP_W: int = 80 const MAP_H: int = 80 var side: int = randi() % 4 # 0 = top, 1 = right, 2 = bottom, 3 = left var anchor: Vector2i match side: 0: # Top edge anchor = Vector2i( randi_range(MAP_EDGE_BLEED, MAP_W - MAP_EDGE_BLEED - 1), MAP_EDGE_BLEED ) 1: # Right edge anchor = Vector2i( MAP_W - MAP_EDGE_BLEED - 1, randi_range(MAP_EDGE_BLEED, MAP_H - MAP_EDGE_BLEED - 1) ) 2: # Bottom edge anchor = Vector2i( randi_range(MAP_EDGE_BLEED, MAP_W - MAP_EDGE_BLEED - 1), MAP_H - MAP_EDGE_BLEED - 1 ) _: # Left edge (side == 3) anchor = Vector2i( MAP_EDGE_BLEED, randi_range(MAP_EDGE_BLEED, MAP_H - MAP_EDGE_BLEED - 1) ) # Cluster wolves horizontally from the anchor; they start packed together. var tiles: Array[Vector2i] = [] for i in count: tiles.append(anchor + Vector2i(i, 0)) return tiles