## Dropped item entity — a single stack of one item type lying on the world floor. ## ## Render model: ## For types in _ITEM_SPRITES (stone, wood, plank, iron_ore, gold, …) a Sprite2D ## child draws the ElvGames icon. For all other types _draw() falls back to a ## hue-hashed coloured square — the original Phase 4 placeholder kept around ## for the long tail of items (cloth, meals, corpses, ash, etc.). ## Quality border + stack-count badge are always drawn procedurally on top of ## whichever base layer renders, so the sprite swap is purely additive. ## ## Item type constants mirror the 16 filter chips in docs/design.md. They are ## used by StockpileZone filter bitmasks and pawn-carry typing. ## ## World registration (World.register_item / World.unregister_item) is called ## here but the methods land in World during Opus integration. The script will ## parse cleanly; the call will fail at runtime until then. class_name Item extends Node2D const TILE_SIZE_PX: int = 16 ## ElvGames FG_Abandoned_Mines icons used for the most-spawned item types. ## Picked in the 2026-05-12 visual pass — see /tmp/item_finals.png for the ## side-by-side that produced these atlas coords. Other types still fall back ## to the procedural hue-hashed square in _draw(). const _MINES_TEX: Texture2D = preload("res://art/tiles/FG_Abandoned_Mines.png") const _ITEM_SPRITES: Dictionary = { &"stone": {"tex": _MINES_TEX, "coord": Vector2i(5, 33)}, &"iron_ore": {"tex": _MINES_TEX, "coord": Vector2i(9, 33)}, &"gold": {"tex": _MINES_TEX, "coord": Vector2i(13, 33)}, &"wood": {"tex": _MINES_TEX, "coord": Vector2i(20, 13)}, &"plank": {"tex": _MINES_TEX, "coord": Vector2i(28, 18)}, } # ── canonical type registry — matches docs/design.md "16 filter chips" ─────── const TYPE_WOOD: StringName = &"wood" # Wd const TYPE_STONE: StringName = &"stone" # St const TYPE_IRON_ORE: StringName = &"iron_ore" # Ir const TYPE_COPPER_ORE: StringName = &"copper_ore" # Cu const TYPE_SILVER: StringName = &"silver" # Ag const TYPE_GOLD: StringName = &"gold" # Au const TYPE_CLOTH: StringName = &"cloth" # Cl const TYPE_VEGETABLE: StringName = &"vegetable" # Veg const TYPE_MEAT: StringName = &"meat" # Mt const TYPE_GRAIN: StringName = &"grain" # Gr const TYPE_MEAL: StringName = &"meal" # Ck (cooked) const TYPE_MEDICINE: StringName = &"medicine" # Md const TYPE_TOOL: StringName = &"tool" # Tl const TYPE_WEAPON: StringName = &"weapon" # Wp const TYPE_ARMOR: StringName = &"armor" # Ar const TYPE_CORPSE: StringName = &"corpse" # Co # Phase 6 — intermediate crafted goods (carpenter bench + smelter outputs). const TYPE_PLANK: StringName = &"plank" const TYPE_STONE_BLOCK: StringName = &"stone_block" # Phase 7 — cooking chain. Grain → Flour (millstone) → Bread (hearth). # TYPE_MEAL (&"meal") is the generic cooked-dish output and already lives above # in the 16-chip base set. const TYPE_FLOUR: StringName = &"flour" const TYPE_BREAD: StringName = &"bread" # Phase 14 — cremation output. One ash item drops per cremated corpse. const TYPE_ASH: StringName = &"ash" const ALL_TYPES: Array[StringName] = [ TYPE_WOOD, TYPE_STONE, TYPE_IRON_ORE, TYPE_COPPER_ORE, TYPE_SILVER, TYPE_GOLD, TYPE_CLOTH, TYPE_VEGETABLE, TYPE_MEAT, TYPE_GRAIN, TYPE_MEAL, TYPE_MEDICINE, TYPE_TOOL, TYPE_WEAPON, TYPE_ARMOR, TYPE_CORPSE, TYPE_PLANK, TYPE_STONE_BLOCK, TYPE_FLOUR, TYPE_BREAD, TYPE_ASH, ] # ── quality system (docs/architecture.md "Quality system") ─────────────────── # Rolled at craft-completion; stored per item; drives border colour in _draw(). enum Quality { SHODDY, NORMAL, EXCELLENT, MASTERWORK, LEGENDARY } # ── state ──────────────────────────────────────────────────────────────────── @export var item_type: StringName = TYPE_WOOD @export var stack_size: int = 1 @export var quality: Quality = Quality.NORMAL var tile: Vector2i = Vector2i.ZERO ## When true the on-floor visual is suppressed; the carrying pawn renders the ## carry indicator instead. var being_carried: bool = false # ── lifecycle ───────────────────────────────────────────────────────────────── func _ready() -> void: position = _tile_to_world(tile) visible = not being_carried func _exit_tree() -> void: World.unregister_item(self) # ── public API ──────────────────────────────────────────────────────────────── ## One-shot initialiser called by the spawning code (Tree.fell, Rock.mined, etc.) ## Sets all fields, syncs position, and registers with World. func setup(p_type: StringName, p_stack: int, p_tile: Vector2i) -> void: item_type = p_type stack_size = p_stack tile = p_tile position = _tile_to_world(tile) visible = not being_carried _build_sprite() queue_redraw() World.register_item(self) Audit.log("item", "spawned %s×%d at %s" % [item_type, stack_size, tile]) ## Hide/show the on-floor sprite when the pawn picks up or drops this item. func set_being_carried(value: bool) -> void: being_carried = value visible = not being_carried ## Build the Sprite2D child for item_type, if a tileset icon is registered. ## Idempotent: re-running drops the previous sprite first. Types without an ## entry in _ITEM_SPRITES render via the procedural fallback in _draw(). func _build_sprite() -> void: var prev := get_node_or_null("Sprite") if prev != null: prev.queue_free() var data = _ITEM_SPRITES.get(item_type) if data == null: return var sprite := Sprite2D.new() sprite.name = "Sprite" sprite.texture = data["tex"] sprite.region_enabled = true var coord: Vector2i = data["coord"] sprite.region_rect = Rect2(coord.x * TILE_SIZE_PX, coord.y * TILE_SIZE_PX, TILE_SIZE_PX, TILE_SIZE_PX) sprite.centered = true # Item position is the tile centre — Sprite2D centred at (0, 0) fills the # 16×16 cell exactly. No bottom-anchoring offset (items are flat on the floor). sprite.offset = Vector2.ZERO sprite.z_index = 0 add_child(sprite) # ── save / load ─────────────────────────────────────────────────────────────── func to_dict() -> Dictionary: return { "class_id": &"item", "type": String(item_type), "stack_size": stack_size, "tile_x": tile.x, "tile_y": tile.y, "quality": int(quality), } ## Returns a plain Dictionary spec for World.load_items() to instantiate from. ## Items cannot reconstruct themselves standalone — they need a parent in the ## scene tree. World adds the node, then calls setup() from the returned dict. static func from_dict(d: Dictionary) -> Dictionary: return { "type": StringName(d.get("type", "wood")), "stack_size": int(d.get("stack_size", 1)), "tile_x": int(d.get("tile_x", 0)), "tile_y": int(d.get("tile_y", 0)), "quality": int(d.get("quality", Quality.NORMAL)), } # ── render ──────────────────────────────────────────────────────────────────── func _draw() -> void: # Two render paths: types in _ITEM_SPRITES are painted by the Sprite2D child # (built in setup()) — _draw() then only adds the quality border + stack # count badge on top. Other types still use the procedural hue square so # stockpile filtering remains visually unique while we expand the sprite set. var has_sprite: bool = _ITEM_SPRITES.has(item_type) var half: int = 6 if not has_sprite else 8 # border hugs the 16×16 sprite var square := Rect2(Vector2(-half, -half), Vector2(half * 2, half * 2)) if not has_sprite: var hue := float(item_type.hash() % 360) / 360.0 var fill := Color.from_hsv(hue, 0.6, 0.85) draw_rect(square, fill) draw_rect(square, Color(0.0, 0.0, 0.0, 0.75), false, 1.0) # Quality border — drawn over the dark outline (or sprite), colour per quality tier. # NORMAL has no extra border. match quality: Quality.SHODDY: draw_rect(square, Color(0.40, 0.40, 0.40), false, 1.0) Quality.EXCELLENT: draw_rect(square, Color(0.20, 0.55, 0.95), false, 1.0) Quality.MASTERWORK: draw_rect(square, Color(0.85, 0.55, 0.10), false, 1.0) Quality.LEGENDARY: draw_rect(square, Color(0.85, 0.10, 0.80), false, 2.0) _: pass # NORMAL — no extra border # Stack count badge — bottom-right corner of the square, font_size 7. if stack_size > 1: var label := Strings.t(&"item.stack_count").format({"n": stack_size}) draw_string( ThemeDB.fallback_font, Vector2(half - 1, half - 1), label, HORIZONTAL_ALIGNMENT_RIGHT, -1, 7, Color(0.0, 0.0, 0.0, 0.6) # drop-shadow offset below ) draw_string( ThemeDB.fallback_font, Vector2(half - 2, half - 2), label, HORIZONTAL_ALIGNMENT_RIGHT, -1, 7, Color(1.0, 1.0, 1.0, 1.0) ) # ── 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 )