class_name Crate extends StorageDestination ## Furniture container entity: holds up to CAPACITY item stacks and can be ## filtered like a StockpileZone. Built via Build → Furniture → Crate. ## ## Lifecycle: ## - Ghost phase: placed but not yet built (build_progress < BUILD_TICKS). ## accepts() returns false; visual is 40% alpha. ## - Completed phase: _completed == true; accepts items up to CAPACITY. ## ## StorageDestination interface: ## accepts() — filter + capacity gate; false while ghost. ## find_drop_position()— returns crate's own tile when room exists, ## Vector2i(-1, -1) when full or ghost. ## covers_tile() — single-tile container; only the crate's own tile. ## ## BuildJob interface (mirrors Wall.on_build_tick pattern): ## is_buildable() — true while still a ghost. ## on_build_tick() — increments build_progress; completes at BUILD_TICKS. ## is_completed() — true once built. ## ## register_item() is called by JobRunner._tick_deposit (Opus integration ## follow-up) after the deposit physically lands on the crate tile. ## ## See docs/architecture.md "Container" and Phase 5 implementation plan. ## Maximum item stacks this crate can hold. const CAPACITY: int = 4 ## Number of sim ticks a pawn must spend building to complete the crate. const BUILD_TICKS: int = 60 ## Pixel size of one tile — must match World.TILE_SIZE_PX. const TILE_SIZE_PX: int = 16 # ── visual constants ────────────────────────────────────────────────────────── ## Body dimensions in pixels (centred on the tile). const _BODY_W: int = 12 const _BODY_H: int = 10 ## Crate colours. const _COLOR_BODY: Color = Color(0.45, 0.30, 0.15, 1.0) const _COLOR_OUTLINE: Color = Color(0.25, 0.18, 0.08, 1.0) const _COLOR_SLAT: Color = Color(0.30, 0.20, 0.10, 1.0) const _COLOR_FILL_DOT: Color = Color(1.0, 1.0, 1.0, 0.9) ## Ghost alpha multiplier when not yet built. const _GHOST_ALPHA: float = 0.40 # ── exports ─────────────────────────────────────────────────────────────────── ## Tile position of this crate in world-tile coordinates. @export var tile: Vector2i = Vector2i.ZERO ## Player-facing label (inspect UI, Phase 17). @export var label_text: String = "Crate" # ── state ───────────────────────────────────────────────────────────────────── ## Sim ticks of construction work applied so far. var build_progress: int = 0 ## True once build_progress >= BUILD_TICKS. var _completed: bool = false ## Live item nodes currently stored in this crate; capped at CAPACITY. ## Populated by register_item() (called from JobRunner._tick_deposit). var _contents: Array = [] # ── lifecycle ───────────────────────────────────────────────────────────────── func _ready() -> void: # Inherits StorageDestination defaults for priority / accepted_types. # Crates default to NORMAL priority and wildcard (accepts all types). priority = StorageDestination.Priority.NORMAL accepted_types = [] # Register with the World stockpile pool so HaulingProvider sees us. World.register_stockpile(self) queue_redraw() func _exit_tree() -> void: World.unregister_stockpile(self) ## One-shot initialiser called by the spawning / placement code. ## Sets tile and snaps pixel position to the tile centre. 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 / 2.0 ) # ── StorageDestination interface ────────────────────────────────────────────── ## Returns true if this crate can accept `item` right now. ## False while still a ghost, false if the filter rejects the type, ## false if all CAPACITY slots are taken. func accepts(item) -> bool: if not _completed: return false if not _filter_accepts(item): return false return _contents.size() < CAPACITY ## Returns the crate's own tile when it can accept `item`, otherwise (-1,-1). ## All items stack into the crate's single tile — there is no 2D region. func find_drop_position(item) -> Vector2i: if accepts(item): return tile return Vector2i(-1, -1) ## Returns true only when `p_tile` is exactly the crate's own tile. func covers_tile(p_tile: Vector2i) -> bool: return p_tile == tile # ── BuildJob interface ──────────────────────────────────────────────────────── ## True while the crate has not yet been fully built. func is_buildable() -> bool: return not _completed ## Returns the player-visible name for build-order and inspect UI. func label() -> String: return label_text ## Called once per sim tick while a Construction pawn is working on this crate. ## Advances build_progress; completes the crate once BUILD_TICKS is reached. func on_build_tick() -> void: if _completed: return build_progress += 1 if build_progress >= BUILD_TICKS: _completed = true emit_signal("contents_changed") Audit.log("crate", "built at %s (capacity %d)" % [tile, CAPACITY]) queue_redraw() ## True once the crate has been fully built. func is_completed() -> bool: return _completed # ── inventory hooks ─────────────────────────────────────────────────────────── ## Called from JobRunner._tick_deposit (Opus integration) after the item ## physically lands on the crate tile. ## Defensive: skips duplicates and over-capacity inserts (HaulingProvider may ## race ahead of capacity checks in edge cases). func register_item(item) -> void: if not _completed: return if _contents.has(item) or _contents.size() >= CAPACITY: return _contents.append(item) emit_signal("contents_changed") ## Called when an item is removed from the crate (picked up by a pawn or via ## the Empty operation in Phase 17 inspect UI). func unregister_item(item) -> void: _contents.erase(item) emit_signal("contents_changed") # ── save / load ─────────────────────────────────────────────────────────────── ## Serialise crate state for World save (Phase 16 will wire this). func to_dict() -> Dictionary: return { "class_id": &"crate", "tile_x": tile.x, "tile_y": tile.y, "label_text": label_text, "build_progress": build_progress, "completed": _completed, "priority": int(priority), "accepted_types": accepted_types.map(func(t): return String(t)), } ## Restore from a dict produced by to_dict(). ## Item content refs are reconnected by World.load_crates() after all items ## are spawned (Phase 16); _contents starts empty here. func from_dict(d: Dictionary) -> void: tile = Vector2i(int(d.get("tile_x", 0)), int(d.get("tile_y", 0))) label_text = d.get("label_text", "Crate") build_progress = int(d.get("build_progress", 0)) _completed = bool(d.get("completed", false)) priority = d.get("priority", StorageDestination.Priority.NORMAL) as StorageDestination.Priority var raw_types: Array = d.get("accepted_types", []) accepted_types.clear() for s in raw_types: accepted_types.append(StringName(s)) setup(tile) # ── render ───────────────────────────────────────────────────────────────────── ## Procedural crate graphic; no PNG dependency. ## ## Completed crate: ## Brown 12×10 body with a darker 1-px outline, two horizontal slat bands. ## Four 2×2 fill-indicator dots in the top-right corner — white dots equal ## to _contents.size() are drawn; remaining dots are drawn at low alpha. ## ## Ghost (not yet built): ## Same shapes at GHOST_ALPHA overall alpha. func _draw() -> void: var alpha_scale: float = _GHOST_ALPHA if not _completed else 1.0 var body_color := Color(_COLOR_BODY.r, _COLOR_BODY.g, _COLOR_BODY.b, _COLOR_BODY.a * alpha_scale) var outline_col := Color(_COLOR_OUTLINE.r, _COLOR_OUTLINE.g, _COLOR_OUTLINE.b, _COLOR_OUTLINE.a * alpha_scale) var slat_color := Color(_COLOR_SLAT.r, _COLOR_SLAT.g, _COLOR_SLAT.b, _COLOR_SLAT.a * alpha_scale) # Half-extents for centering. var hw: int = _BODY_W / 2 # 6 var hh: int = _BODY_H / 2 # 5 # Body fill. var body_rect := Rect2(Vector2(-hw, -hh), Vector2(_BODY_W, _BODY_H)) draw_rect(body_rect, body_color, true) # Outline (1 px wide; draw_rect with false = border). draw_rect(body_rect, outline_col, false, 1.0) # Two horizontal slat bands — at ⅓ and ⅔ of the body height. # Each band is 1 px tall, inset 1 px from the sides. var slat_x_start: float = -hw + 1.0 var slat_width: float = float(_BODY_W - 2) var slat_y1: float = -hh + float(_BODY_H) / 3.0 - 0.5 var slat_y2: float = -hh + float(_BODY_H) * 2.0 / 3.0 - 0.5 draw_line( Vector2(slat_x_start, slat_y1), Vector2(slat_x_start + slat_width, slat_y1), slat_color, 1.0 ) draw_line( Vector2(slat_x_start, slat_y2), Vector2(slat_x_start + slat_width, slat_y2), slat_color, 1.0 ) # Fill-level indicator: 4 dots (2×2 px each) in the top-right corner, # arranged in a 2×2 grid. Dots up to _contents.size() are bright white; # the rest are dim (10% alpha). var dot_size: float = 2.0 var dot_gap: float = 1.0 var dot_origin := Vector2(float(hw) - 2.0 * dot_size - dot_gap - 1.0, float(-hh) + 1.0) for i in range(CAPACITY): var col_idx: int = i % 2 var row_idx: int = i / 2 var dot_x: float = dot_origin.x + col_idx * (dot_size + dot_gap) var dot_y: float = dot_origin.y + row_idx * (dot_size + dot_gap) var dot_rect := Rect2(Vector2(dot_x, dot_y), Vector2(dot_size, dot_size)) var fill_alpha: float = (1.0 if i < _contents.size() else 0.15) * alpha_scale var dot_col := Color(_COLOR_FILL_DOT.r, _COLOR_FILL_DOT.g, _COLOR_FILL_DOT.b, fill_alpha) draw_rect(dot_rect, dot_col, true)