## 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 ──────────────────────────────────────────────────────────────────── ## Procedural shape per item type, drawn onto an arbitrary CanvasItem. All ## shapes draw inside a -6..+6 box so the quality border (half=6) wraps the ## result, and the carry indicator (Pawn._draw) can scale the same shapes down ## via draw_set_transform. Returns true if the type was handled; false sends ## the caller to its hue-hashed fallback. ## ## Shape language is loose silhouette + a category-appropriate colour: bread = ## brown loaf, grain = wheat-amber stalks, vegetable = green disc, meal = bowl, ## etc. Atlas-backed types (wood / stone / plank / iron_ore / gold) also have ## a shape here so the carry indicator works for them — the on-floor visual ## still uses the bundle icon via the Sprite2D child path. static func draw_item_shape(target: CanvasItem, t: StringName) -> bool: var dark := Color(0.10, 0.07, 0.05, 0.85) # shared outline match t: TYPE_BREAD: var crust := Color(0.62, 0.40, 0.18) var glaze := Color(0.82, 0.58, 0.30) target.draw_rect(Rect2(-6.0, -1.0, 12.0, 5.0), crust) target.draw_rect(Rect2(-5.0, -5.0, 10.0, 4.0), glaze) target.draw_line(Vector2(-3.0, -4.0), Vector2(0.0, -2.0), dark, 1.0) target.draw_line(Vector2(0.0, -4.0), Vector2(3.0, -2.0), dark, 1.0) target.draw_rect(Rect2(-6.0, -5.0, 12.0, 9.0), dark, false, 1.0) return true TYPE_GRAIN: var stalk := Color(0.85, 0.70, 0.20) var tie := Color(0.55, 0.35, 0.10) target.draw_rect(Rect2(-4.0, -6.0, 1.5, 12.0), stalk) target.draw_rect(Rect2(-0.75, -6.0, 1.5, 12.0), stalk) target.draw_rect(Rect2(2.5, -6.0, 1.5, 12.0), stalk) target.draw_circle(Vector2(-3.2, -5.0), 1.2, Color(0.95, 0.78, 0.25)) target.draw_circle(Vector2(0.0, -5.5), 1.2, Color(0.95, 0.78, 0.25)) target.draw_circle(Vector2(3.2, -5.0), 1.2, Color(0.95, 0.78, 0.25)) target.draw_rect(Rect2(-5.0, 0.0, 10.0, 2.0), tie) return true TYPE_FLOUR: var sack := Color(0.93, 0.90, 0.78) var shadow := Color(0.78, 0.74, 0.60) target.draw_rect(Rect2(-5.0, -3.0, 10.0, 8.0), sack) target.draw_rect(Rect2(3.0, -3.0, 2.0, 8.0), shadow) target.draw_rect(Rect2(-4.0, -5.0, 8.0, 2.0), Color(0.45, 0.30, 0.10)) target.draw_circle(Vector2(0.0, -5.5), 1.0, sack) target.draw_rect(Rect2(-5.0, -6.0, 10.0, 11.0), dark, false, 1.0) return true TYPE_VEGETABLE: var leaf := Color(0.25, 0.65, 0.20) var root := Color(0.92, 0.88, 0.70) target.draw_circle(Vector2(0.0, 1.0), 5.0, root) target.draw_arc(Vector2(0.0, 1.0), 5.0, 0.0, TAU, 16, dark, 1.0) target.draw_rect(Rect2(-3.0, -5.0, 2.0, 3.0), leaf) target.draw_rect(Rect2(-1.0, -6.0, 2.0, 4.0), leaf) target.draw_rect(Rect2( 1.0, -5.0, 2.0, 3.0), leaf) return true TYPE_MEAL: var bowl := Color(0.50, 0.30, 0.12) var bowl_rim := Color(0.30, 0.18, 0.08) var food := Color(0.85, 0.55, 0.20) target.draw_circle(Vector2(0.0, 1.0), 6.0, bowl) target.draw_arc(Vector2(0.0, 1.0), 6.0, 0.0, PI, 16, bowl_rim, 1.0) target.draw_line(Vector2(-6.0, 1.0), Vector2(6.0, 1.0), bowl_rim, 1.0) target.draw_circle(Vector2(0.0, 0.0), 3.5, food) target.draw_line(Vector2(-2.0, -5.0), Vector2(-1.0, -3.0), Color(0.9, 0.9, 0.9, 0.7), 1.0) target.draw_line(Vector2(2.0, -5.0), Vector2(1.0, -3.0), Color(0.9, 0.9, 0.9, 0.7), 1.0) return true TYPE_MEAT: var meat := Color(0.78, 0.20, 0.20) var fat := Color(0.95, 0.85, 0.70) target.draw_rect(Rect2(-5.0, -3.0, 10.0, 7.0), meat) target.draw_line(Vector2(-5.0, 0.0), Vector2(5.0, 0.5), fat, 1.0) target.draw_rect(Rect2(-5.0, -3.0, 10.0, 7.0), dark, false, 1.0) return true TYPE_CLOTH: var cloth := Color(0.50, 0.65, 0.85) var pleat := Color(0.32, 0.42, 0.58) target.draw_rect(Rect2(-5.0, -4.0, 10.0, 8.0), cloth) target.draw_line(Vector2(-5.0, -1.5), Vector2(5.0, -1.5), pleat, 1.0) target.draw_line(Vector2(-5.0, 1.5), Vector2(5.0, 1.5), pleat, 1.0) target.draw_rect(Rect2(-5.0, -4.0, 10.0, 8.0), dark, false, 1.0) return true TYPE_MEDICINE: var phial := Color(0.95, 0.95, 0.95) var cross := Color(0.80, 0.15, 0.15) target.draw_rect(Rect2(-4.0, -5.0, 8.0, 10.0), phial) target.draw_rect(Rect2(-1.0, -3.0, 2.0, 6.0), cross) target.draw_rect(Rect2(-3.0, -1.0, 6.0, 2.0), cross) target.draw_rect(Rect2(-4.0, -5.0, 8.0, 10.0), dark, false, 1.0) return true TYPE_TOOL: var handle := Color(0.50, 0.30, 0.12) var head := Color(0.45, 0.45, 0.48) target.draw_rect(Rect2(-1.0, -2.0, 2.0, 8.0), handle) target.draw_rect(Rect2(-5.0, -5.0, 10.0, 4.0), head) target.draw_rect(Rect2(-5.0, -5.0, 10.0, 4.0), dark, false, 1.0) return true TYPE_WEAPON: var blade := Color(0.78, 0.80, 0.85) var guard := Color(0.45, 0.30, 0.10) var pts: PackedVector2Array = PackedVector2Array([Vector2(0.0, -6.0), Vector2(2.5, 1.0), Vector2(-2.5, 1.0)]) target.draw_colored_polygon(pts, blade) target.draw_rect(Rect2(-4.0, 1.0, 8.0, 2.0), guard) target.draw_rect(Rect2(-1.0, 3.0, 2.0, 3.0), guard) return true TYPE_ARMOR: var steel := Color(0.65, 0.65, 0.70) var visor := Color(0.20, 0.20, 0.25) target.draw_circle(Vector2(0.0, 0.0), 5.5, steel) target.draw_rect(Rect2(-1.0, -2.0, 2.0, 4.0), visor) target.draw_rect(Rect2(-6.0, 4.0, 12.0, 2.0), steel) target.draw_arc(Vector2(0.0, 0.0), 5.5, 0.0, TAU, 16, dark, 1.0) return true TYPE_STONE_BLOCK: var stone := Color(0.62, 0.60, 0.58) var stone_hi := Color(0.78, 0.76, 0.72) target.draw_rect(Rect2(-6.0, -4.0, 12.0, 8.0), stone) target.draw_rect(Rect2(-6.0, -4.0, 12.0, 2.0), stone_hi) target.draw_line(Vector2(-6.0, 0.0), Vector2(6.0, 0.0), Color(0.42, 0.40, 0.38), 1.0) target.draw_rect(Rect2(-6.0, -4.0, 12.0, 8.0), dark, false, 1.0) return true TYPE_COPPER_ORE: var copper := Color(0.65, 0.35, 0.18) var hi := Color(0.92, 0.55, 0.20) target.draw_circle(Vector2(-2.0, 1.0), 3.5, copper) target.draw_circle(Vector2(2.0, -1.0), 2.8, copper) target.draw_circle(Vector2(-2.0, 1.0), 1.5, hi) target.draw_circle(Vector2(2.0, -1.0), 1.0, hi) return true TYPE_SILVER: var silver := Color(0.78, 0.80, 0.85) var hi := Color(0.98, 0.98, 1.00) target.draw_circle(Vector2(-2.0, 1.0), 3.5, silver) target.draw_circle(Vector2(2.0, -1.0), 2.8, silver) target.draw_circle(Vector2(-2.0, 0.5), 1.2, hi) return true TYPE_ASH: var ash := Color(0.55, 0.55, 0.55) var ash_hi := Color(0.78, 0.78, 0.78) var pts: PackedVector2Array = PackedVector2Array([Vector2(-6.0, 4.0), Vector2(6.0, 4.0), Vector2(0.0, -2.0)]) target.draw_colored_polygon(pts, ash) target.draw_line(Vector2(-3.0, 1.0), Vector2(3.0, 1.0), ash_hi, 1.0) target.draw_line(Vector2(-1.0, -3.0), Vector2(0.0, -5.0), Color(0.85, 0.85, 0.85, 0.6), 1.0) target.draw_line(Vector2(1.5, -3.0), Vector2(2.5, -5.0), Color(0.85, 0.85, 0.85, 0.6), 1.0) return true # Atlas-backed types — the on-floor visual is the bundle icon (Sprite2D # child), but the carry indicator needs a simple shape since pawns can't # draw an AtlasTexture inline. Shapes below approximate the atlas look. TYPE_WOOD: var wood := Color(0.55, 0.35, 0.18) var wood_hi := Color(0.75, 0.50, 0.25) target.draw_rect(Rect2(-6.0, -3.0, 12.0, 6.0), wood) target.draw_line(Vector2(-6.0, -1.0), Vector2(6.0, -1.0), wood_hi, 1.0) target.draw_line(Vector2(-6.0, 1.0), Vector2(6.0, 1.0), Color(0.40, 0.25, 0.10), 1.0) target.draw_rect(Rect2(-6.0, -3.0, 12.0, 6.0), dark, false, 1.0) return true TYPE_PLANK: var plank := Color(0.80, 0.60, 0.35) var plank_grain := Color(0.55, 0.38, 0.20) target.draw_rect(Rect2(-6.0, -3.0, 12.0, 6.0), plank) target.draw_line(Vector2(-5.0, -1.0), Vector2(5.0, -1.0), plank_grain, 1.0) target.draw_line(Vector2(-5.0, 1.0), Vector2(5.0, 1.0), plank_grain, 1.0) target.draw_rect(Rect2(-6.0, -3.0, 12.0, 6.0), dark, false, 1.0) return true TYPE_STONE: var stone := Color(0.60, 0.58, 0.55) var stone_hi := Color(0.78, 0.76, 0.72) target.draw_circle(Vector2(-1.5, 1.0), 4.0, stone) target.draw_circle(Vector2(2.0, -0.5), 3.0, stone) target.draw_circle(Vector2(-1.5, 1.0), 1.5, stone_hi) return true TYPE_IRON_ORE: var ore := Color(0.42, 0.42, 0.50) var ore_hi := Color(0.60, 0.62, 0.72) target.draw_circle(Vector2(-1.5, 1.0), 4.0, ore) target.draw_circle(Vector2(2.0, -0.5), 3.0, ore) target.draw_circle(Vector2(2.0, -0.5), 1.2, ore_hi) return true TYPE_GOLD: var gold := Color(0.92, 0.78, 0.20) var gold_hi := Color(1.00, 0.95, 0.55) target.draw_circle(Vector2(-1.5, 1.0), 4.0, gold) target.draw_circle(Vector2(2.0, -0.5), 3.0, gold) target.draw_circle(Vector2(-1.5, 0.5), 1.5, gold_hi) return true _: return false func _draw() -> void: # Three render paths: # 1. Atlas sprite (_ITEM_SPRITES): a Sprite2D child paints the icon; # _draw() adds quality border + stack badge on top. # 2. Procedural shape (_draw_item_shape returns true): bread/grain/ # vegetable/meal/flour/meat/cloth/medicine/etc. get a recognisable # silhouette in their category colour. # 3. Unknown fallback: hue-hashed coloured square. Should be unreachable # once every ALL_TYPES entry is handled above — kept for safety. 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: if not Item.draw_item_shape(self, item_type): 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 )