extends Node2D ## Phase 4 world view. 80×80 TileMap, 6 layers, 3 pawns, full AI pipeline: ## RestProvider → ChopProvider → MineProvider → HaulingProvider → idle ## plus sample trees and rocks. No pre-made stockpiles — items sit where they ## are produced until the player paints storage (a stockpile zone or builds ## a crate). This matches Rimworld parity: storage is a player decision. ## ## TileMap layer indices follow docs/architecture.md: ## 0 Terrain · 1 Floor · 2 Wall · 3 Designation · 4 Roof · 5 Fog const MAP_SIZE_TILES: Vector2i = Vector2i(80, 80) const TILE_SIZE_PX: int = 16 const TILE_GRASS: Vector2i = Vector2i(0, 0) const TILE_DIRT: Vector2i = Vector2i(1, 0) const TILE_STONE: Vector2i = Vector2i(2, 0) const TILE_STONE_DARK: Vector2i = Vector2i(3, 0) const PLACEHOLDER_SOURCE_ID: int = 0 const BEAUTY_SYSTEM_SCRIPT: Script = preload("res://scenes/world/beauty_system.gd") const DIRTINESS_SYSTEM_SCRIPT: Script = preload("res://scenes/world/dirtiness_system.gd") const CLEANING_PROVIDER_SCRIPT: Script = preload("res://scenes/ai/cleaning_provider.gd") const INDOOR_TINT_SCRIPT: Script = preload("res://scenes/world/indoor_tint_overlay.gd") # Phase 14 — grave / burial entities (scripts only; no .tscn needed). const GRAVEYARD_ZONE_SCRIPT: Script = preload("res://scenes/world/graveyard_zone.gd") const GRAVE_SLOT_SCRIPT: Script = preload("res://scenes/entities/grave_slot.gd") # Phase 15 — EventCatalog (class_name in scenes/storyteller/) preloaded so the # class is resolved before world._ready() fires. Avoids parse-order ambiguity. const EVENT_CATALOG_SCRIPT: Script = preload("res://scenes/storyteller/event_catalog.gd") const PAWN_SCENE: PackedScene = preload("res://scenes/pawn/pawn.tscn") const TREE_SCENE: PackedScene = preload("res://scenes/entities/tree.tscn") const ROCK_SCENE: PackedScene = preload("res://scenes/entities/rock.tscn") const BIG_ROCK_SCENE: PackedScene = preload("res://scenes/entities/big_rock.tscn") const BIG_ROCK_NODE_SCENE: PackedScene = preload("res://scenes/entities/big_rock_node.tscn") const QUARRY_WORKBENCH_SCENE: PackedScene = preload("res://scenes/entities/quarry_workbench.tscn") const STOCKPILE_SCENE: PackedScene = preload("res://scenes/world/stockpile_zone.tscn") const WALL_SCENE: PackedScene = preload("res://scenes/entities/wall.tscn") const FLOOR_SCENE: PackedScene = preload("res://scenes/entities/floor.tscn") const DOOR_SCENE: PackedScene = preload("res://scenes/entities/door.tscn") const CRATE_SCENE: PackedScene = preload("res://scenes/world/crate.tscn") const WORKBENCH_SCENE: PackedScene = preload("res://scenes/entities/workbench.tscn") const CROP_SCENE: PackedScene = preload("res://scenes/entities/crop.tscn") const ITEM_SCENE: PackedScene = preload("res://scenes/entities/item.tscn") const BED_SCENE: PackedScene = preload("res://scenes/entities/bed.tscn") const TORCH_SCENE: PackedScene = preload("res://scenes/entities/torch.tscn") # Phase 14 — demo auto-kill toggle. ## Set to true to force-kill the first pawn 50 ticks after boot so MCP runtime ## tests can observe the full death → corpse pipeline at startup. ## LEAVE FALSE for normal play — a colonist dies every session otherwise. ## To enable for a test session: edit this constant, run, revert when done. const DEMO_PHASE14_AUTOKILL: bool = false # 3 starting pawns — Phase 2 demo. Phase 7+ replaces this with map-gen + name table. const SAMPLE_PAWNS: Array[Dictionary] = [ # Phase 6 demo — varied Crafting skill so the quality system shows visible # spread. Phase 7 adds Cooking skill for hearth recipe variety. {"name": "Bram", "tile": Vector2i(20, 40), "crafting": 8, "cooking": 2}, # high crafter, weak cook {"name": "Cora", "tile": Vector2i(25, 40), "crafting": 4, "cooking": 6}, # mid crafter, strong cook {"name": "Edda", "tile": Vector2i(30, 40), "crafting": 0, "cooking": 1}, # low crafter, weak cook ] # Phase 4 — sample harvestables. Trees clustered east, rocks south-east. # Mix of 8 mature + 4 saplings so players see growth in action from day 1. const SAMPLE_TREES: Array[Vector2i] = [ Vector2i(58, 30), Vector2i(60, 31), Vector2i(62, 30), Vector2i(61, 33), Vector2i(63, 34), Vector2i(59, 35), Vector2i(57, 28), Vector2i(64, 32), # 2 more mature Vector2i(56, 36), Vector2i(65, 29), # 2 more mature ] # The first 4 in SAMPLE_TREES_SAPLING are planted as saplings (stage 0). const SAMPLE_TREES_SAPLING_COUNT: int = 4 const SAMPLE_ROCKS: Array[Vector2i] = [ Vector2i(60, 60), Vector2i(62, 60), Vector2i(63, 62), Vector2i(58, 62), ] # 2×2 boulder formations (top-left anchor tiles). Two near the small-rock # cluster so the player sees the size contrast on first scroll. const SAMPLE_BIG_ROCKS: Array[Vector2i] = [ Vector2i(65, 58), # brown/gray (deterministic per-tile) Vector2i(56, 64), ] # Permanent stone outcrops (BigRockNode). Scattered far from the cabin at # (44, 22)..(51, 28) so the player has to scout / plan transport routes. # Each is a 2×2 footprint that never depletes; player paints `paint_quarry` # to build a QuarryWorkbench on it. const SAMPLE_BIG_ROCK_NODES: Array[Vector2i] = [ Vector2i(12, 30), # west, near map edge Vector2i(68, 12), # north-east corner area Vector2i(70, 60), # south-east corner ] # HaulingProvider re-flow cadence — every 5 sim seconds at 1× (100 ticks). const HAUL_SWEEP_INTERVAL_TICKS: int = 100 # WildGrowth — spontaneous sapling spawning on eligible grass tiles. # 1200 ticks = 1 in-game hour at 20 Hz (20 ticks/s × 60 s/min = 1200 ticks/min, # but 1 in-game minute = 20 ticks at 1× so 1 hour = 1200 ticks at 1×). const WILD_GROWTH_INTERVAL: int = 3000 # ~2.5 in-game hours between attempts const WILD_GROWTH_SPAWN_PROBABILITY: float = 0.12 # 12% chance per attempt const MAP_TREE_LIMIT: int = 80 # Rejection-sample attempts before giving up for this tick. const WILD_GROWTH_MAX_ATTEMPTS: int = 10 # Phase 11 — global darkness tint. Day = white, night = deep cool blue. # Driven by Clock.darkness_factor() (0..1) each sim tick. const NIGHT_TINT: Color = Color(0.20, 0.22, 0.40, 1.0) const DAY_TINT: Color = Color(1.0, 1.0, 1.0, 1.0) # Phase 12 — subtle seasonal modulate on the Terrain TileMapLayer only. # Wall / Floor / Roof are entity-drawn (Y-sorted sprites); don't tint those. const SEASON_TINTS: Dictionary = { &"spring": Color(0.96, 1.02, 0.94), # slight warm-green &"summer": Color(1.0, 1.0, 1.0 ), # neutral / bright &"autumn": Color(1.06, 0.95, 0.82), # warm orange &"winter": Color(0.88, 0.92, 1.02), # cool blue, slight desaturation } @onready var dark_overlay: CanvasModulate = $DarkOverlay @onready var terrain_layer: TileMapLayer = $Terrain @onready var decoration_layer: TileMapLayer = $Decoration @onready var floor_layer: TileMapLayer = $Floor @onready var wall_layer: TileMapLayer = $Wall @onready var designation_layer: TileMapLayer = $Designation @onready var roof_layer: TileMapLayer = $Roof @onready var fog_layer: TileMapLayer = $Fog @onready var pathfinder: Pathfinder = $Pathfinder @onready var selection: Selection = $Selection @onready var designation_ctl: Designation = $DesignationCtl @onready var rest_provider: RestProvider = $RestProvider @onready var chop_provider: ChopProvider = $ChopProvider @onready var mine_provider: MineProvider = $MineProvider @onready var hauling_provider: HaulingProvider = $HaulingProvider @onready var construction_provider: ConstructionProvider = $ConstructionProvider @onready var crafting_provider: CraftingProvider = $CraftingProvider @onready var plant_provider: PlantProvider = $PlantProvider @onready var eat_provider: EatProvider = $EatProvider @onready var sleep_provider: SleepProvider = $SleepProvider @onready var doctor_provider: DoctorProvider = $DoctorProvider @onready var room_detector = $RoomDetector # RoomDetector — duck-typed (class_name scan-time window) func _ready() -> void: Audit.log("world", "Phase 4 — building %d×%d world + harvestables + AI." % [MAP_SIZE_TILES.x, MAP_SIZE_TILES.y]) var tileset := _build_placeholder_tileset() for layer in [terrain_layer, floor_layer, wall_layer, designation_layer, roof_layer, fog_layer]: layer.tile_set = tileset _paint_terrain() # Decoration overlay — sparse grass tufts + flowers from the ElvGames bundle. # Lives on its own TileMapLayer above Terrain so a future season swap is one # tileset reassignment. decoration_layer.tile_set = _build_decoration_tileset() _paint_decorations() # Phase 5: removed _paint_sample_walls() — the old 8×8 stone ring rendered # only on the (now-hidden) Wall TileMap layer. With the rendering pivot # to entity-based walls, that ring was invisible to the player but still # blocked pathing. Removing it cleans the world view; the Phase 5 cabin # is now the only player-visible structure. _apply_camera_bounds() pathfinder.setup(MAP_SIZE_TILES) _wire_walls_to_pathfinder() selection.bind(pathfinder) # Bind the camera so Tab-cycle and center-on-selection can pan to pawns. var camera_rig := get_node_or_null("CameraRig") if camera_rig != null: selection.bind_camera(camera_rig) else: Audit.log("world", "selection.bind_camera: CameraRig not found") World.pathfinder = pathfinder # expose to entities (Tree.fell() walkability checks, etc.) # Phase 5 — expose TileMap layer refs on the autoload so entity code # (Wall._complete, Floor._complete) can stamp data-only tile state. World.terrain_layer = terrain_layer World.wall_layer = wall_layer World.floor_layer = floor_layer World.designation_layer = designation_layer World.roof_layer = roof_layer # Phase 13 — wire RoomDetector; setup with map size so BFS knows map bounds. room_detector.setup(MAP_SIZE_TILES) World.room_detector = room_detector # Phase 13 — instantiate BeautySystem + DirtinessSystem + CleaningProvider as # runtime children (no .tscn entry needed; they're stateful Nodes with no # editor-tunable exports). Autoload refs let entity code reach them. var beauty := Node.new() beauty.set_script(BEAUTY_SYSTEM_SCRIPT) beauty.name = "BeautySystem" add_child(beauty) World.beauty_system = beauty var dirtiness := Node.new() dirtiness.set_script(DIRTINESS_SYSTEM_SCRIPT) dirtiness.name = "DirtinessSystem" add_child(dirtiness) World.dirtiness_system = dirtiness var cleaning := Node.new() cleaning.set_script(CLEANING_PROVIDER_SCRIPT) cleaning.name = "CleaningProvider" add_child(cleaning) # Phase 13 — instantiate IndoorTintOverlay so roofed rooms get a subtle warm # overlay. Node2D, z_index 3 (set in its _ready). Self-listens to room_changed. var indoor_tint := Node2D.new() indoor_tint.set_script(INDOOR_TINT_SCRIPT) indoor_tint.name = "IndoorTintOverlay" add_child(indoor_tint) # Designation: bind the paint surface + the Selection guard. designation_ctl.bind(designation_layer, selection) # Expose on the autoload so entities can clear their ghost stamp on # completion (Tree.fell, Wall._complete, etc.). World.designation_ctl = designation_ctl # Register all 10 providers — Decision iterates by .priority desc. # doctor=9 > sleep=8 > eat=7 > construction=6 > chop=5 ≈ plant=5 > mine=4 # ≈ crafting=4 > haul=3 > rest=0. # Phase 17 will tune these via the work-priority matrix UI. World.register_work_provider(doctor_provider) World.register_work_provider(sleep_provider) World.register_work_provider(eat_provider) World.register_work_provider(construction_provider) World.register_work_provider(chop_provider) World.register_work_provider(mine_provider) World.register_work_provider(crafting_provider) World.register_work_provider(plant_provider) World.register_work_provider(hauling_provider) World.register_work_provider(cleaning) # priority 2 — between haul (3) and rest (0) World.register_work_provider(rest_provider) # Phase 5: bridge designation paint events → spawn the ghost-state entity # at that tile and register it as a build site. EventBus.designation_added.connect(_on_designation_added) EventBus.designation_cleared.connect(_on_designation_cleared) _spawn_sample_pawns() _spawn_sample_harvestables() # No pre-made stockpiles: the player must paint their own storage. Items # from chop/mine/crafting sit where they're produced until a player-made # stockpile or crate exists for hauling. (2026-05-15 — _spawn_sample_stockpiles # removed; was leftover Phase 4 acceptance scaffolding south-west of the cabin.) _seed_phase5_demo_buildings() # Phase 13 — pre-stamp the cabin walls + floors on the TileMap data layers # so RoomDetector can see a completed enclosure at boot without waiting for # pawns to finish the build queue. Mirrors the layout in _seed_phase5_demo_buildings. _prestamp_cabin_for_room_detector() _prestamp_test_shed_for_room_detector() room_detector.recompute_around(Vector2i(47, 25)) room_detector.recompute_around(Vector2i(36, 25)) # tiny shed centroid # Phase 13 — register existing prebuilt furniture with BeautySystem so it has # a beauty score baseline at boot (the post-_complete hooks already fire for # the cabin's beds/torches/workbenches, but pawns may path before the first # recompute, so seed the map here). for ws in World.workbenches: beauty.register_furniture(ws) for b in World.beds: beauty.register_furniture(b) for ls in World.light_sources: beauty.register_furniture(ls) beauty.recompute_all() _run_pathfinder_spike() # Phase 15 — register all 25 Storyteller events now that World state and # autoloads are fully mounted (trigger predicates read Clock, World, Storyteller). EVENT_CATALOG_SCRIPT.register_all(Storyteller) # Phase 17 — wanderer events spawn new pawns via EventBus so EventCatalog # stays static (no get_node() into the scene tree). EventBus.request_pawn_spawn.connect(_on_request_pawn_spawn) # Phase 4: every 5 in-game seconds (100 ticks), re-evaluate items in # stockpiles in case a higher-priority destination opened up. EventBus.sim_tick.connect(_on_sim_tick_world_sweep) # Phase 12 — season tint: apply on boot then update on each season transition. _apply_season_tint(Clock.current_season()) EventBus.season_changed.connect(_apply_season_tint) # Phase 14 — demo auto-kill (disabled by default — see DEMO_PHASE14_AUTOKILL). if DEMO_PHASE14_AUTOKILL: EventBus.sim_tick.connect(_demo_phase14_autokill_hook) func world_bounds_px() -> Rect2: return Rect2(Vector2.ZERO, Vector2(MAP_SIZE_TILES * TILE_SIZE_PX)) # ── tileset & map painting ────────────────────────────────────────────────── func _build_placeholder_tileset() -> TileSet: # Four 16×16 placeholder tiles laid out as a 4×1 atlas. Real ElvGames # art replaces this in Phase 5 (wood walls + stone walls). var ts := TileSet.new() ts.tile_size = Vector2i(TILE_SIZE_PX, TILE_SIZE_PX) var atlas_w := TILE_SIZE_PX * 4 var img := Image.create(atlas_w, TILE_SIZE_PX, false, Image.FORMAT_RGBA8) var palette: Array[Color] = [ Color(0.45, 0.65, 0.30), # grass Color(0.55, 0.45, 0.30), # dirt Color(0.60, 0.60, 0.55), # stone Color(0.30, 0.30, 0.32), # stone dark ] for i in palette.size(): var base: Color = palette[i] # Subtle border — was darkened(0.15) which made grass look like graph paper. # darkened(0.04) keeps the tile boundary readable when squinting but doesn't # dominate the visual. var border: Color = base.darkened(0.04) for px in TILE_SIZE_PX: for py in TILE_SIZE_PX: var on_border := ( px == 0 or px == TILE_SIZE_PX - 1 or py == 0 or py == TILE_SIZE_PX - 1 ) img.set_pixel(i * TILE_SIZE_PX + px, py, border if on_border else base) var tex := ImageTexture.create_from_image(img) var src := TileSetAtlasSource.new() src.texture = tex src.texture_region_size = Vector2i(TILE_SIZE_PX, TILE_SIZE_PX) for i in palette.size(): src.create_tile(Vector2i(i, 0)) ts.add_source(src, PLACEHOLDER_SOURCE_ID) return ts func _paint_terrain() -> void: for x in MAP_SIZE_TILES.x: for y in MAP_SIZE_TILES.y: terrain_layer.set_cell(Vector2i(x, y), PLACEHOLDER_SOURCE_ID, TILE_GRASS) # ── decoration overlay (ElvGames Grasslands sprinkle) ──────────────────────── ## Source id for the decoration tileset (separate atlas from PLACEHOLDER_SOURCE_ID). const DECORATION_SOURCE_ID: int = 10 ## Atlas-tile coords inside FG_Grasslands_Spring.png for overlay variants. ## Each is a 16×16 sprite on transparent background, picked by visual eyeball ## (see /tmp/deco_review.png in the 2026-05-12 visual-pass session). Mix of ## small-grass sprouts, flowers, and scattered-tuft sprites — all sit cleanly ## on top of the base grass tile without occluding pawns. const DECORATION_TILES: Array[Vector2i] = [ Vector2i(12, 0), # grass sprout A Vector2i(13, 0), # grass sprout B Vector2i(14, 0), # scattered grass dots — small Vector2i(16, 0), # white flower / red center Vector2i(17, 0), # white flower / yellow center Vector2i(18, 0), # white flower / purple center Vector2i(16, 2), # scattered grass dots — medium Vector2i(17, 2), # scattered grass dots — large ] ## How often a tile gets a decoration. 0.08 = ~8% density — visually rich but ## not so dense that pawns/items get hidden under it. Tunable; tested at ## ~500 decorations on the 80×80 map. const DECORATION_DENSITY: float = 0.08 func _build_decoration_tileset() -> TileSet: var ts := TileSet.new() ts.tile_size = Vector2i(TILE_SIZE_PX, TILE_SIZE_PX) var tex: Texture2D = load("res://art/tiles/FG_Grasslands_Spring.png") if tex == null: Audit.log("world", "decoration: FG_Grasslands_Spring.png not loadable; skipping overlay") return ts var src := TileSetAtlasSource.new() src.texture = tex src.texture_region_size = Vector2i(TILE_SIZE_PX, TILE_SIZE_PX) for coord in DECORATION_TILES: src.create_tile(coord) ts.add_source(src, DECORATION_SOURCE_ID) return ts func _paint_decorations() -> void: # Deterministic-ish seed so the layout is stable across runs (cosmetic only; # not save-round-tripped). Mix world size into seed for "feels random but # reproducible." Use a fresh RNG so we don't perturb the global state. var rng := RandomNumberGenerator.new() rng.seed = MAP_SIZE_TILES.x * 31 + MAP_SIZE_TILES.y * 17 var placed: int = 0 for x in MAP_SIZE_TILES.x: for y in MAP_SIZE_TILES.y: if rng.randf() >= DECORATION_DENSITY: continue var coord: Vector2i = DECORATION_TILES[rng.randi() % DECORATION_TILES.size()] decoration_layer.set_cell(Vector2i(x, y), DECORATION_SOURCE_ID, coord) placed += 1 Audit.log("world", "decoration: painted %d overlay cells" % placed) func _paint_sample_walls() -> void: var origin := Vector2i(36, 36) var size: int = 8 for i in size: wall_layer.set_cell(origin + Vector2i(i, 0), PLACEHOLDER_SOURCE_ID, TILE_STONE) wall_layer.set_cell(origin + Vector2i(i, size - 1), PLACEHOLDER_SOURCE_ID, TILE_STONE) wall_layer.set_cell(origin + Vector2i(0, i), PLACEHOLDER_SOURCE_ID, TILE_STONE_DARK) wall_layer.set_cell(origin + Vector2i(size - 1, i), PLACEHOLDER_SOURCE_ID, TILE_STONE_DARK) # ── pathfinder + pawns ────────────────────────────────────────────────────── func _wire_walls_to_pathfinder() -> void: var wall_cells := wall_layer.get_used_cells() for cell in wall_cells: pathfinder.set_cell_walkable(cell, false) Audit.log("world", "%d wall cells marked impassable" % wall_cells.size()) func _spawn_sample_pawns() -> void: for spawn_data in SAMPLE_PAWNS: var p: Pawn = PAWN_SCENE.instantiate() add_child(p) p.setup(spawn_data["name"], spawn_data["tile"]) # Phase 3: attach a JobRunner so Decision can hand it jobs. var jr := JobRunner.new() jr.name = "JobRunner" p.add_child(jr) jr.setup(p, pathfinder) p.job_runner = jr # Phase 6: seed Crafting skill so the quality demo shows variety. if spawn_data.has("crafting"): p.set_skill(Pawn.SKILL_CRAFTING, int(spawn_data["crafting"])) # Phase 7: seed Cooking skill so hearth recipes show quality spread too. if spawn_data.has("cooking"): p.set_skill(Pawn.SKILL_COOKING, int(spawn_data["cooking"])) World.register_pawn(p) ## Phase 17 — Wanderer event handler: instantiate a new pawn at the map entry ## point (top-left area) with optional seeded skills from `skills` dict. ## Called via EventBus.request_pawn_spawn emitted by EventCatalog helpers. ## Skills dict supports the same keys as Pawn.SKILL_* constants: ## "crafting", "cooking", "medicine", "combat", "manual_labor" const WANDERER_NAMES: Array[String] = [ "Aldric", "Maren", "Sven", "Tilda", "Piers", "Wren", "Gareth", "Isolde", "Finn", "Runa", "Oswin", "Elke", "Bertram", "Sigrid", "Leofric", "Astrid", ] const WANDERER_SPAWN_TILE: Vector2i = Vector2i(5, 5) # map entry corner func _on_request_pawn_spawn(skills: Dictionary) -> void: # Pick a name not already in use. var used_names: Array = [] for p in World.pawns: used_names.append(p.pawn_name) var available: Array[String] = [] for n in WANDERER_NAMES: if not used_names.has(n): available.append(n) var chosen_name: String = available[randi() % available.size()] if not available.is_empty() else "Wanderer" var p: Pawn = PAWN_SCENE.instantiate() add_child(p) p.setup(chosen_name, WANDERER_SPAWN_TILE) var jr := JobRunner.new() jr.name = "JobRunner" p.add_child(jr) jr.setup(p, pathfinder) p.job_runner = jr # Seed any skills specified by the event (e.g. combat: 8 for old soldier). for skill_key in skills: var sn: StringName = StringName(skill_key) if sn in Pawn.ALL_SKILLS: p.set_skill(sn, int(skills[skill_key])) World.register_pawn(p) Audit.log("world", "wanderer spawned: '%s' at %s skills=%s" % [chosen_name, WANDERER_SPAWN_TILE, str(skills)]) # ── Phase 4: harvestables (stockpile-zone seeding removed 2026-05-15) ─────── func _spawn_sample_harvestables() -> void: # Untyped vars — Godot's class-name cache for class_name'd classes is # scan-time and intermittently lags behind file changes. Duck typing is # safer here and the calls below are all spec'd on the entity types. # Boot seed auto-designates so the production-chain demo runs end-to-end # without requiring a player to paint chop/mine first. Real player-painted # trees / rocks still gate on chop_designated / mine_designated (Rimworld parity). for i in SAMPLE_TREES.size(): var tree = TREE_SCENE.instantiate() add_child(tree) # First SAMPLE_TREES_SAPLING_COUNT trees spawn as saplings (stage 0) # so the player can observe growth from day 1. The rest are mature. var stage: int = HarvestableTree.STAGE_SAPLING if i < SAMPLE_TREES_SAPLING_COUNT else HarvestableTree.STAGE_MATURE tree.setup(SAMPLE_TREES[i], stage) if stage == HarvestableTree.STAGE_MATURE: tree.chop_designated = true for r_tile in SAMPLE_ROCKS: var rock = ROCK_SCENE.instantiate() add_child(rock) rock.setup(r_tile) rock.mine_designated = true for br_origin in SAMPLE_BIG_ROCKS: var big = BIG_ROCK_SCENE.instantiate() add_child(big) big.setup(br_origin) big.mine_designated = true # Permanent stone outcrops (never deplete; Quarry workbench built on them). for node_origin in SAMPLE_BIG_ROCK_NODES: var node = BIG_ROCK_NODE_SCENE.instantiate() add_child(node) node.setup(node_origin) Audit.log("world", "spawned %d trees + %d rocks + %d big rocks + %d stone outcrops" % [ SAMPLE_TREES.size(), SAMPLE_ROCKS.size(), SAMPLE_BIG_ROCKS.size(), SAMPLE_BIG_ROCK_NODES.size() ]) func _seed_phase5_demo_buildings() -> void: # Pre-queue a furnished cabin so the construction loop runs end-to-end # without needing player-paint UI (deferred to Phase 17). # # Layout — 8×7 stone cabin at (44, 22), south door, wood floor inside: # • Perimeter walls (skipping the door slot) # • Door at (47, 28) — middle of the south wall # • Wood floor across the 6×5 interior (rows 23..27) # • One pre-built crate inside (north-east corner of the interior — the # cabin's starting amenity; player paints additional storage later) # Bumped from 8×6 → 8×7 so the north interior row (23) is free for the # bed sprites to extend into (beds are 1×2, anchored at the foot, head # extends one tile up). Previously the headboards clipped into the wall. var origin := Vector2i(44, 22) var w := 8 var h := 7 var door_x := w / 2 - 1 # 3 → tile (47, y_bottom). Centred door. var door_tile := origin + Vector2i(door_x, h - 1) # Perimeter walls — skip the door slot in the bottom row. var wall_count := 0 for x in w: EventBus.designation_added.emit(origin + Vector2i(x, 0), Designation.TOOL_BUILD_WALL) wall_count += 1 var bottom_tile := origin + Vector2i(x, h - 1) if bottom_tile != door_tile: EventBus.designation_added.emit(bottom_tile, Designation.TOOL_BUILD_WALL) wall_count += 1 for y in range(1, h - 1): # left + right cols, skip corners (already painted as top/bottom rows) EventBus.designation_added.emit(origin + Vector2i(0, y), Designation.TOOL_BUILD_WALL) EventBus.designation_added.emit(origin + Vector2i(w - 1, y), Designation.TOOL_BUILD_WALL) wall_count += 2 # Door at south wall centre. EventBus.designation_added.emit(door_tile, Designation.TOOL_BUILD_DOOR) # Wood floor across the interior — 6×4 = 24 cells. var floor_count := 0 for x in range(1, w - 1): for y in range(1, h - 1): EventBus.designation_added.emit(origin + Vector2i(x, y), Designation.TOOL_BUILD_FLOOR) floor_count += 1 # Pre-built crate inside the cabin (top-right corner of interior). # Auto-built so the cabin shows furnished on first frame. var interior_crate: Crate = CRATE_SCENE.instantiate() add_child(interior_crate) interior_crate.setup(origin + Vector2i(w - 2, 1)) # (50, 23) — top-right of interior while interior_crate.is_buildable(): interior_crate.on_build_tick() # (2026-05-15) Two external SW crates removed alongside _spawn_sample_stockpiles: # they were Phase 4 haul-destination scaffolding, no longer needed now that # the player paints their own storage. The interior cabin crate above stays # as a starting amenity. Audit.log("world", "phase 5 demo: %d walls + 1 door + %d floors queued; 1 interior crate pre-built" % [ wall_count, floor_count ]) # Phase 6 demo — two pre-built workbenches inside the cabin with bills. # Carpenter at (46, 25) makes wood → plank, FOREVER. # Smelter at (48, 25) makes stone → stone_block, UNTIL 5 in stockpiles. var carpenter: Workbench = WORKBENCH_SCENE.instantiate() add_child(carpenter) carpenter.setup(Vector2i(46, 25)) carpenter.label_text = "Carpenter" carpenter.accepted_skill = Pawn.SKILL_CRAFTING while carpenter.is_buildable(): carpenter.on_build_tick() var plank_bill := Bill.new() plank_bill.recipe = RecipeCatalog.plank() plank_bill.mode = Bill.Mode.FOREVER carpenter.add_bill(plank_bill) var smelter: Workbench = WORKBENCH_SCENE.instantiate() add_child(smelter) smelter.setup(Vector2i(48, 25)) smelter.label_text = "Smelter" smelter.accepted_skill = Pawn.SKILL_CRAFTING while smelter.is_buildable(): smelter.on_build_tick() var block_bill := Bill.new() block_bill.recipe = RecipeCatalog.stone_block() block_bill.mode = Bill.Mode.UNTIL_N block_bill.target_count = 5 smelter.add_bill(block_bill) Audit.log("world", "phase 6 demo: 2 workbenches built (Carpenter→planks FOREVER, Smelter→blocks UNTIL_N=5)") # Phase 7 demo — Millstone + Hearth inside the cabin (south row), so the # grain→flour→bread chain runs visibly. Wheat crops outside the cabin to # the east. A couple of pre-baked breads + a meal item near the cabin so # the eat-loop is testable even before cooking completes. var millstone: Workbench = WORKBENCH_SCENE.instantiate() add_child(millstone) millstone.setup(Vector2i(46, 27)) millstone.label_text = "Millstone" millstone.accepted_skill = Pawn.SKILL_CRAFTING while millstone.is_buildable(): millstone.on_build_tick() var flour_bill := Bill.new() flour_bill.recipe = RecipeCatalog.flour() flour_bill.mode = Bill.Mode.FOREVER millstone.add_bill(flour_bill) var hearth: Workbench = WORKBENCH_SCENE.instantiate() add_child(hearth) hearth.setup(Vector2i(49, 27)) hearth.label_text = "Hearth" hearth.accepted_skill = Pawn.SKILL_COOKING while hearth.is_buildable(): hearth.on_build_tick() var bread_bill := Bill.new() bread_bill.recipe = RecipeCatalog.bread() bread_bill.mode = Bill.Mode.FOREVER hearth.add_bill(bread_bill) var meal_bill := Bill.new() meal_bill.recipe = RecipeCatalog.meal_from_vegetables() meal_bill.mode = Bill.Mode.FOREVER hearth.add_bill(meal_bill) # Mixed crops east of the cabin, near the trees. One column per kind so the # player sees the four atlas variants side-by-side from the boot demo. var crop_plan: Array = [ [Vector2i(54, 24), Crop.KIND_WHEAT], [Vector2i(54, 25), Crop.KIND_WHEAT], [Vector2i(54, 26), Crop.KIND_WHEAT], [Vector2i(55, 24), Crop.KIND_POTATO], [Vector2i(55, 25), Crop.KIND_POTATO], [Vector2i(55, 26), Crop.KIND_POTATO], [Vector2i(56, 24), Crop.KIND_CORN], [Vector2i(56, 25), Crop.KIND_CORN], [Vector2i(56, 26), Crop.KIND_CORN], [Vector2i(57, 24), Crop.KIND_STRAWBERRY], [Vector2i(57, 25), Crop.KIND_STRAWBERRY], [Vector2i(57, 26), Crop.KIND_STRAWBERRY], ] var crop_tiles: Array[Vector2i] = [] for entry in crop_plan: var ct: Vector2i = entry[0] var kind: StringName = entry[1] crop_tiles.append(ct) var c: Crop = CROP_SCENE.instantiate() add_child(c) c.setup(ct, kind, Crop.Stage.SOWN) # Pre-baked breads + a vegetable meal so pawns can eat before the # full cooking chain finishes. Phase 17 may remove these as cooking # becomes reliable; for Phase 7 demo they keep the loop unblocked. var snack_tiles: Array[Vector2i] = [Vector2i(45, 21), Vector2i(50, 21)] for st in snack_tiles: var bread_item: Item = ITEM_SCENE.instantiate() add_child(bread_item) bread_item.setup(Item.TYPE_BREAD, 1, st) bread_item.quality = Item.Quality.NORMAL Audit.log("world", "phase 7 demo: Millstone+Hearth built, %d crops sown (mixed kinds), %d pre-baked breads placed" % [ crop_tiles.size(), snack_tiles.size() ]) # Phase 8 demo — 3 beds inside the cabin's north row. Beds are pre-built # (skip construction) so pawns have somewhere to sleep on first tired tick. # (45, 24), (47, 24), (49, 24) — leaves (50, 24) for the existing crate. # 3 beds in cabin north row. Phase 9 — middle bed is the medical bed so # the doctor flow has a treatment target. var bed_tiles: Array[Vector2i] = [Vector2i(45, 24), Vector2i(47, 24), Vector2i(49, 24)] for i in bed_tiles.size(): var bt: Vector2i = bed_tiles[i] var bed: Bed = BED_SCENE.instantiate() add_child(bed) bed.setup(bt) if i == 1: # middle bed = medical bed.is_medical = true while bed.is_buildable(): bed.on_build_tick() Audit.log("world", "phase 8 demo: %d beds pre-built inside cabin" % bed_tiles.size()) # Phase 11 demo — 2 torches inside cabin (north-east + south-west corners # of interior) so the indoor area stays lit at night. Combined with the # Hearth's light radius=5, the cabin interior should be mostly bright # while the outdoors goes deep-blue tinted. var torch_tiles: Array[Vector2i] = [Vector2i(46, 26), Vector2i(49, 26)] for tt in torch_tiles: var torch: Torch = TORCH_SCENE.instantiate() add_child(torch) torch.setup(tt) while torch.is_buildable(): torch.on_build_tick() Audit.log("world", "phase 11 demo: %d torches pre-built inside cabin" % torch_tiles.size()) # ── Phase 5: designation → build-site spawn bridge ────────────────────────── # Track build sites keyed by tile so we can find + queue_free them on cancel. var _build_sites_by_tile: Dictionary = {} func _on_designation_added(cell: Vector2i, tool: StringName) -> void: # Replacement rule: painting a door on a tile occupied by a Wall (ghost or # completed) demolishes the wall in place so the door build can proceed. # Mirrors the Going-Medieval / Rimworld "door replaces wall" convention. # Source of truth is World.build_queue — pre-built walls (test shed, cabin # seed) aren't in _build_sites_by_tile but ARE in build_queue via _ready. if tool == &"build_door": var wall_at_cell = _find_wall_at(cell) if wall_at_cell != null: _demolish_wall_in_place(wall_at_cell, cell) _build_sites_by_tile.erase(cell) # may not be present; erase is no-op # Fall through to spawn the door ghost below. if _build_sites_by_tile.has(cell): return # already a build site here # Phase 17 — read material override from the Designation controller (may be ""). var mat: StringName = designation_ctl.tool_material if designation_ctl != null else &"" var entity = null match tool: &"build_wall": var wall_mat: StringName = mat if mat != &"" else &"stone" entity = WALL_SCENE.instantiate() add_child(entity) entity.setup(cell, wall_mat) &"build_floor": var floor_mat: StringName = mat if mat != &"" else &"wood" entity = FLOOR_SCENE.instantiate() add_child(entity) entity.setup(cell, floor_mat) &"build_door": entity = DOOR_SCENE.instantiate() add_child(entity) entity.setup(cell) # Phase 14 — graveyard zone: paint a single-cell GraveyardZone. &"graveyard": var gz := Node2D.new() gz.set_script(GRAVEYARD_ZONE_SCRIPT) gz.name = "GraveyardZone_%d_%d" % [cell.x, cell.y] add_child(gz) gz.region = Rect2i(cell.x, cell.y, 1, 1) gz.label = "Graveyard" gz.queue_redraw() entity = gz # Phase 14 — dig grave: spawn a GraveSlot ghost and queue it for build. &"dig_grave": var gs := Node2D.new() gs.set_script(GRAVE_SLOT_SCRIPT) gs.name = "GraveSlot_%d_%d" % [cell.x, cell.y] add_child(gs) gs.setup(cell) entity = gs # Chop / mine: flag the Tree / Rock entity at this tile so ChopProvider / # MineProvider treat it as work. Designation ghost on the TileMap is the # visual cue; _build_sites_by_tile holds a sentinel so cancel can clear. &"chop": for t in World.trees: if t.tile == cell: t.chop_designated = true break _build_sites_by_tile[cell] = null Audit.log("world", "chop designation at %s" % cell) return &"mine": for r in World.rocks: # BigRock occupies a 2×2 footprint; flag if cell is any of them. if r.has_method("footprint_tiles"): if cell in r.footprint_tiles(): r.mine_designated = true break elif r.tile == cell: r.mine_designated = true break _build_sites_by_tile[cell] = null Audit.log("world", "mine designation at %s" % cell) return # Phase 17 — crate. &"build_crate": entity = CRATE_SCENE.instantiate() add_child(entity) entity.setup(cell) # Phase 17 — bed. &"build_bed": entity = BED_SCENE.instantiate() add_child(entity) entity.setup(cell) # Phase 17 — torch. &"build_torch": entity = TORCH_SCENE.instantiate() add_child(entity) entity.setup(cell) # Phase 17 — workbench variants. &"build_workbench_carpenter": entity = _spawn_workbench(cell, "Carpenter", Pawn.SKILL_CRAFTING) &"build_workbench_smelter": entity = _spawn_workbench(cell, "Smelter", Pawn.SKILL_CRAFTING) &"build_workbench_millstone": entity = _spawn_workbench(cell, "Millstone", Pawn.SKILL_CRAFTING) &"build_workbench_hearth": entity = _spawn_workbench(cell, "Hearth", Pawn.SKILL_COOKING) &"build_workbench_cremation_pyre": entity = _spawn_workbench(cell, "Cremation Pyre", Pawn.SKILL_CRAFTING) # Phase 17 — general stockpile paint: 1-cell stockpile zone, accepts all. &"paint_stockpile": var sz: StockpileZone = STOCKPILE_SCENE.instantiate() add_child(sz) sz.region = Rect2i(cell.x, cell.y, 1, 1) sz.label = "Stockpile" sz.priority = StorageDestination.Priority.NORMAL sz.accepted_types = [] as Array[StringName] # wildcard sz.queue_redraw() entity = sz # Quarry — must be placed on a BigRockNode tile. Spawns a # QuarryWorkbench ghost (auto-FOREVER bill on completion). &"paint_quarry": var node = World.big_rock_node_at_tile(cell) if node == null: Audit.log("world", "paint_quarry: %s not on a stone outcrop — rejected" % cell) return # Refuse if this node already has a quarry built/queued. for ws in World.workbenches: if "label_text" in ws and ws.label_text == "Quarry" and node.is_at(ws.tile): Audit.log("world", "paint_quarry: outcrop at %s already has a quarry" % cell) return var quarry = QUARRY_WORKBENCH_SCENE.instantiate() add_child(quarry) quarry.setup(cell) entity = quarry # Tree planting — spawn a ghost sapling with pending_plant=true so # ConstructionProvider can queue a build job (1 wood, 30 ticks of work). # The ghost renders as a translucent sprout until the pawn completes it. &"plant_tree": # Reject if tile is already occupied by a tree. for existing_t in World.trees: if is_instance_valid(existing_t) and existing_t.tile == cell: Audit.log("world", "plant_tree: tile %s already has a tree — skipped" % cell) return var pt = TREE_SCENE.instantiate() add_child(pt) pt.setup(cell, HarvestableTree.STAGE_SAPLING) pt.pending_plant = true # Register as a build site so ConstructionProvider can assign a pawn. World.register_build_site(pt) entity = pt _: Audit.log("world", "unknown designation tool: %s" % tool) return _build_sites_by_tile[cell] = entity Audit.log("world", "queued %s at %s" % [tool, cell]) ## True if `entity` is a Wall (ghost or completed). Duck-typed by script path ## to avoid registration-order issues with class_name Wall. func _entity_is_wall(entity) -> bool: if entity == null: return false var s = entity.get_script() return s != null and s.resource_path.ends_with("/wall.gd") ## Finds the Wall entity at `cell` (ghost or completed), or null. Searches ## World.build_queue first since every Wall self-registers there on _ready; ## that covers both designation-painted walls and pre-built _spawn_complete_wall ## seeds. func _find_wall_at(cell: Vector2i): for site in World.build_queue: if not is_instance_valid(site): continue if site.get("tile") != cell: continue if _entity_is_wall(site): return site return null ## Atomically remove a Wall entity at `cell`. Reverses Wall._complete() effects ## if the wall was already built: unstamps the wall_layer TileMap, marks the ## pathfinder cell walkable, and triggers a room recompute. Then frees the ## entity. Used by the door-replaces-wall replacement rule. func _demolish_wall_in_place(wall, cell: Vector2i) -> void: var was_completed: bool = wall.has_method("is_completed") and wall.is_completed() if was_completed: wall_layer.erase_cell(cell) pathfinder.set_cell_walkable(cell, true) if room_detector != null: room_detector.recompute_around(cell) wall.queue_free() Audit.log("world", "wall at %s demolished (replaced by door designation)" % cell) ## Instantiate a Workbench ghost (in build-queue state) at `tile` with the ## given label and accepted skill. Returns the entity (already add_child'd). func _spawn_workbench(tile: Vector2i, label: String, skill: StringName): var wb: Workbench = WORKBENCH_SCENE.instantiate() add_child(wb) wb.setup(tile) wb.label_text = label wb.accepted_skill = skill return wb func _on_designation_cleared(cell: Vector2i) -> void: if not _build_sites_by_tile.has(cell): return var entity = _build_sites_by_tile[cell] _build_sites_by_tile.erase(cell) # Phase 17 — chop/mine designations store null as their sentinel; nothing to # free, but clear the corresponding flag on any Tree / Rock at that tile. if entity == null: for t in World.trees: if t.tile == cell: t.chop_designated = false break for r in World.rocks: if r.has_method("footprint_tiles"): if cell in r.footprint_tiles(): r.mine_designated = false break elif r.tile == cell: r.mine_designated = false break return if not is_instance_valid(entity): return # For build-queue entities (Wall, Floor, Door, GraveSlot): only free if not # yet completed (a completed wall should not be torn down by a cancel signal). # For zone-overlay entities (GraveyardZone) that have no is_completed(): always free. var can_complete: bool = entity.has_method("is_completed") if not can_complete or not entity.is_completed(): entity.queue_free() # ── periodic re-flow (the "wood floats up" cascade) ───────────────────────── func _on_sim_tick_world_sweep(tick_n: int) -> void: _update_dark_overlay() # Tree growth — tick every registered tree; mature + pending-plant trees are # no-ops inside on_sim_tick(), so iterating all is safe. for tree in World.trees: if is_instance_valid(tree): tree.on_sim_tick() # WildGrowth — attempt to plant a new sapling once per WILD_GROWTH_INTERVAL. if tick_n % WILD_GROWTH_INTERVAL == 0: _try_wild_growth() if tick_n % HAUL_SWEEP_INTERVAL_TICKS != 0: return hauling_provider.sweep_for_better_destinations() ## Attempt to spawn one wild sapling on a random eligible grass tile. ## Eligibility: walkable + grass terrain + no entity overlap + < 2 tree neighbours. ## Gives up after WILD_GROWTH_MAX_ATTEMPTS rejected tries to avoid lag spikes. func _try_wild_growth() -> void: if World.trees.size() >= MAP_TREE_LIMIT: return if randf() >= WILD_GROWTH_SPAWN_PROBABILITY: return var rng := RandomNumberGenerator.new() rng.seed = Sim.tick + 9973 # stable within a tick, different each call cycle for _attempt in WILD_GROWTH_MAX_ATTEMPTS: var candidate := Vector2i( rng.randi_range(0, MAP_SIZE_TILES.x - 1), rng.randi_range(0, MAP_SIZE_TILES.y - 1) ) if not _wild_growth_tile_eligible(candidate): continue var tree = TREE_SCENE.instantiate() add_child(tree) tree.setup(candidate, HarvestableTree.STAGE_SAPLING) Audit.log("world", "wild growth: sapling at %s (total %d)" % [candidate, World.trees.size()]) return ## Returns true if `tile` is a valid WildGrowth spawn location. ## Checks: walkable, grass terrain (source 0, atlas (0,0)), no entity at tile, ## and fewer than 2 trees among the 4 cardinal neighbours. func _wild_growth_tile_eligible(tile: Vector2i) -> bool: # Bounds check (pathfinder bounds == map bounds). if pathfinder == null: return false if not pathfinder.is_walkable(tile): return false # Grass terrain only — atlas (0,0) on source 0 = TILE_GRASS. if terrain_layer == null: return false var src_id: int = terrain_layer.get_cell_source_id(tile) var atlas: Vector2i = terrain_layer.get_cell_atlas_coords(tile) if src_id != PLACEHOLDER_SOURCE_ID or atlas != TILE_GRASS: return false # No existing tree, rock, or item at this tile. for t in World.trees: if is_instance_valid(t) and t.tile == tile: return false for r in World.rocks: if is_instance_valid(r): if r.has_method("footprint_tiles"): if tile in r.footprint_tiles(): return false elif r.tile == tile: return false for it in World.items: if is_instance_valid(it) and it.tile == tile: return false # No clumping: reject if 2+ cardinal neighbours already have a tree. var neighbour_trees: int = 0 var offsets: Array[Vector2i] = [Vector2i(1, 0), Vector2i(-1, 0), Vector2i(0, 1), Vector2i(0, -1)] for offset in offsets: var nb: Vector2i = tile + offset for t in World.trees: if is_instance_valid(t) and t.tile == nb: neighbour_trees += 1 break return neighbour_trees < 2 # Phase 11 — interpolate CanvasModulate between DAY_TINT and NIGHT_TINT based # on Clock.darkness_factor() (0 = full day, 1 = full night). # Called every sim tick; Color.lerp is a handful of float ops — negligible cost. func _update_dark_overlay() -> void: var f := Clock.darkness_factor() dark_overlay.color = DAY_TINT.lerp(NIGHT_TINT, f) # Phase 12 — apply a subtle hue tint to the Terrain layer to signal season. # Only Terrain is tinted; Wall/Floor/Roof are entity sprites (Y-sorted) — leave them neutral. # Called once at boot (from _ready) and on every EventBus.season_changed signal. func _apply_season_tint(season: StringName) -> void: var tint: Color = SEASON_TINTS.get(season, Color.WHITE) terrain_layer.modulate = tint Audit.log("world", "season tint → %s (%s)" % [season, tint]) # ── Phase 13: demo seed room helper ───────────────────────────────────────── # Directly stamps the cabin perimeter walls and interior floors on the data # TileMap layers so RoomDetector can detect the enclosure at boot. # The ghost entities are already queued — this only writes the data layer # (same as Wall._complete / Floor._complete call). Without this, # RoomDetector would have to wait until pawns finish building the walls # (many seconds of real time) before the first room is visible. # # Layout mirrors _seed_phase5_demo_buildings: 8×6 cabin at (44, 23), # door at (47, 28), 6×4 wood floor interior. func _prestamp_cabin_for_room_detector() -> void: # Matches _seed_phase5_demo_buildings: 8×7 cabin at (44, 22), 6×5 interior. var origin := Vector2i(44, 22) var w := 8 var h := 7 var door_x := w / 2 - 1 # 3 → tile x=47 var door_tile := origin + Vector2i(door_x, h - 1) # Stamp perimeter walls (skipping the door slot). for x in w: World.mark_wall_tile(origin + Vector2i(x, 0), &"stone") var bottom := origin + Vector2i(x, h - 1) if bottom != door_tile: World.mark_wall_tile(bottom, &"stone") for y in range(1, h - 1): World.mark_wall_tile(origin + Vector2i(0, y), &"stone") World.mark_wall_tile(origin + Vector2i(w - 1, y), &"stone") # Stamp interior floors. for x in range(1, w - 1): for y in range(1, h - 1): World.mark_floor_tile(origin + Vector2i(x, y), &"wood") # Stamp the door slot as a wall so the perimeter is fully closed and BFS # terminates cleanly. Door._complete() erases this wall stamp and registers # the door entity; the follow-up recompute_around picks it up as a boundary. World.mark_wall_tile(door_tile, &"stone") Audit.log("world", "phase 13 demo: cabin walls+floors pre-stamped for RoomDetector") # Tiny 5×5 walled shed with 3×3 interior (= 9 floor tiles) — under the 16-cap # auto-roof threshold, so this room WILL roof. Used to exercise the indoor / # shelter / room-thoughts pipeline without resizing the main cabin. func _prestamp_test_shed_for_room_detector() -> void: var origin := Vector2i(34, 23) # left of cabin, on the grass plain var w := 5 var h := 5 # Perimeter walls — instantiate complete Wall entities so they're visible. for x in w: _spawn_complete_wall(origin + Vector2i(x, 0)) _spawn_complete_wall(origin + Vector2i(x, h - 1)) for y in range(1, h - 1): _spawn_complete_wall(origin + Vector2i(0, y)) _spawn_complete_wall(origin + Vector2i(w - 1, y)) # Interior floors — instantiate complete Floor entities. for x in range(1, w - 1): for y in range(1, h - 1): _spawn_complete_floor(origin + Vector2i(x, y)) Audit.log("world", "phase 13 demo: 5×5 test shed pre-built (interior 9 tiles, auto-roofed)") # Instantiate a Wall entity in completed state at `tile`. Bypasses the build # queue. Used by the Phase 13 test shed seed. func _spawn_complete_wall(tile: Vector2i) -> void: var w = WALL_SCENE.instantiate() w.setup(tile, &"stone") add_child(w) w.build_progress = w.BUILD_TICKS w.on_build_tick() # triggers _complete() and the data-layer stamp + room recompute # Instantiate a Floor entity in completed state at `tile`. func _spawn_complete_floor(tile: Vector2i) -> void: var f = FLOOR_SCENE.instantiate() f.setup(tile, &"wood") add_child(f) f.build_progress = f.BUILD_TICKS f.on_build_tick() # ── spike: AStarGrid2D query timing at 80² ────────────────────────────────── func _run_pathfinder_spike() -> void: var corners := [ Vector2i(2, 2), Vector2i(MAP_SIZE_TILES.x - 3, 2), Vector2i(2, MAP_SIZE_TILES.y - 3), Vector2i(MAP_SIZE_TILES.x - 3, MAP_SIZE_TILES.y - 3), ] var pairs: Array = [] for a in corners: for b in corners: if a != b: pairs.append([a, b]) var result: Dictionary = pathfinder.benchmark(pairs, 3) Audit.log("world", "spike: %d paths min=%d us avg=%.1f us max=%d us" % [ result["total_paths"], result["min_us"], result["avg_us"], result["max_us"] ]) # ── Phase 14: demo auto-kill hook ─────────────────────────────────────────── ## Connected to EventBus.sim_tick when DEMO_PHASE14_AUTOKILL is true. ## Force-kills the first pawn 50 ticks after boot so the death→corpse pipeline ## can be tested in a normal play session. LEAVE DEMO_PHASE14_AUTOKILL = false ## for normal play. func _demo_phase14_autokill_hook(tick_n: int) -> void: if tick_n != 50: return if World.pawns.is_empty(): return var victim = World.pawns[0] if victim.has_method("take_damage"): Audit.log("world", "phase 14 demo: force-killing '%s' at tick %d" % [victim.pawn_name, tick_n]) victim.take_damage(victim.hp, &"demo_kill") EventBus.sim_tick.disconnect(_demo_phase14_autokill_hook) # ── camera bounds ─────────────────────────────────────────────────────────── func _apply_camera_bounds() -> void: var cam := get_node_or_null("CameraRig") if cam == null: Audit.log("world", "no CameraRig child yet — bounds set later when camera lands.") return if not cam.has_method("set_world_bounds"): Audit.log("world", "CameraRig present but missing set_world_bounds() — skipping.") return cam.set_world_bounds(world_bounds_px())