rimlike/scenes/entities/door.gd
megaproxy f67c12c51f Clear designation tile-highlight when jobs complete
Each entity completion handler (wall/floor/door/bed/torch/workbench/crate
/tree/rock/big_rock/grave_slot) now calls World.clear_designation_at(tile)
so the orange/blue/etc. highlight overlay disappears with the job.
BigRock iterates its footprint to clear all four tiles.

World.designation_ctl is set during the scene boot wire-up; the helper
no-ops when the controller is absent (e.g. headless tests).
2026-05-15 19:31:55 +01:00

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class_name Door extends Node2D
## Door entity — built by a pawn with a Build job. Unlike walls, doors remain
## walkable once complete. Phase 5: always-open (always walkable). Phase 7+
## will add open/close animation and toggling.
##
## Door is rendered as a bottom-anchored tall sprite (Y-sorted), same as Wall,
## so it occludes pawns walking behind it — matching the 3/4-perspective
## rendering pivot (see memory.md Decisions: "Wall layer rendering").
##
## Build model (docs/implementation.md Phase 5):
## A ConstructionProvider creates a Job whose BUILD toil calls on_build_tick()
## once per sim tick via JobRunner. After BUILD_TICKS ticks the door is
## complete: it registers with World for future open/close logic, does NOT
## call set_cell_walkable(false), and transitions from ghost to solid.
##
## Render: a 16×16 olive-wood cabin door sprite from FG_Village (atlas (3, 24))
## is bottom-anchored on the door tile. The sprite occupies exactly one tile —
## same footprint as the surrounding wall, no overhang into neighbours — so
## a 1-tile gap in a wall reads cleanly as "door here".
##
## The previous pick was the 32×32 FG_Fortress stone-arch gate at (4, 19): a
## proper castle entrance, far too imposing for a cabin's front door. Swapped
## 2026-05-12 after the user flagged it as "a door for a entrance to a castle".
##
## World registration: World.register_build_site / World.unregister_build_site
## are called from _ready / _exit_tree. Methods land in the Opus integration pass.
const TILE_SIZE_PX: int = 16
## Sim ticks to build a door at 1× speed (80 ticks = 4 sim seconds).
const BUILD_TICKS: int = 80
## ElvGames Village atlas. Single-tile olive-wood cabin door with a white
## U-shaped handle at (3, 24) — extracted from the red-roofed cottage template
## on FG_Village. See /tmp/village_just_3_24.png for the standalone preview.
const _DOOR_TEX: Texture2D = preload("res://art/tiles/FG_Village.png")
const _DOOR_COORD: Vector2i = Vector2i(3, 24)
# ── state ──────────────────────────────────────────────────────────────────────
@export var tile: Vector2i = Vector2i.ZERO
## 0..BUILD_TICKS.
var build_progress: int = 0
var _completed: bool = false
## Phase 5: always-open. Phase 7+ toggles this for open/close animation.
var is_open: bool = true
# ── lifecycle ──────────────────────────────────────────────────────────────────
func _ready() -> void:
World.register_build_site(self)
func _exit_tree() -> void:
World.unregister_build_site(self)
# ── public API ─────────────────────────────────────────────────────────────────
## One-shot initialiser. Call after add_child() so _ready() has already fired.
func setup(p_tile: Vector2i) -> void:
tile = p_tile
# Bottom-anchor: same as Wall so it Y-sorts correctly with pawns.
position = Vector2(
tile.x * TILE_SIZE_PX + TILE_SIZE_PX / 2.0,
tile.y * TILE_SIZE_PX + TILE_SIZE_PX
)
y_sort_enabled = true
_build_sprite()
queue_redraw()
Audit.log("door", "door ghost placed at %s" % tile)
## Builds the 16×16 FG_Village cabin-door Sprite2D child. Bottom-anchored so the
## door sits flush with the tile's bottom edge, matching Wall's convention so
## Y-sort layers pawns correctly relative to it. Idempotent: re-running drops
## the previous sprite first.
func _build_sprite() -> void:
var prev := get_node_or_null("Sprite")
if prev != null:
prev.queue_free()
var sprite := Sprite2D.new()
sprite.name = "Sprite"
sprite.texture = _DOOR_TEX
sprite.region_enabled = true
sprite.region_rect = Rect2(
_DOOR_COORD.x * TILE_SIZE_PX,
_DOOR_COORD.y * TILE_SIZE_PX,
TILE_SIZE_PX,
TILE_SIZE_PX,
)
sprite.centered = true
# Sprite center at y=-8 so the 16×16 region spans y=-16..0 — flush against
# the bottom edge of the door tile (matches Wall._build_stone_sprite). No
# horizontal overhang into neighbouring tiles.
sprite.offset = Vector2(0.0, -8.0)
sprite.z_index = 0
# Ghost state — translucent until built. Solidified in _complete().
sprite.modulate.a = 1.0 if _completed else 0.4
add_child(sprite)
## True while the door still needs construction work.
func is_buildable() -> bool:
return not _completed
## Human-readable label for job descriptions and Audit logs.
func label() -> String:
return "door"
## Called by the BUILD toil in JobRunner once per sim tick.
func on_build_tick() -> void:
if _completed:
return
build_progress += 1
queue_redraw()
if build_progress >= BUILD_TICKS:
_complete()
## True once the door has been fully built.
func is_completed() -> bool:
return _completed
# ── save / load ────────────────────────────────────────────────────────────────
func to_dict() -> Dictionary:
return {
"class_id": &"door",
"tile_x": tile.x,
"tile_y": tile.y,
"build_progress": build_progress,
"completed": _completed,
"is_open": is_open,
}
static func from_dict(d: Dictionary) -> Dictionary:
return {
"tile_x": int(d.get("tile_x", 0)),
"tile_y": int(d.get("tile_y", 0)),
"build_progress": int(d.get("build_progress", 0)),
"completed": bool(d.get("completed", false)),
"is_open": bool(d.get("is_open", true)),
}
# ── render ─────────────────────────────────────────────────────────────────────
func _draw() -> void:
# Door body is rendered by the Sprite2D child (see _build_sprite()).
# No procedural overlay needed — the FG_Village cabin-door sprite already
# shows the wood planks and U-handle. Ghost alpha is handled via
# sprite.modulate.a in _build_sprite / _complete.
pass
# ── internal ───────────────────────────────────────────────────────────────────
func _complete() -> void:
_completed = true
# Doors are walkable — do NOT call set_cell_walkable(false).
# Phase 13 — erase any wall-layer stamp at this tile. The demo seed
# pre-stamps the door slot as a wall so BFS can detect the cabin at boot;
# the real door completing supersedes that. Must happen before register_door
# so the BFS in mark_door_tile sees the correct wall-layer state.
if World.wall_layer != null:
World.wall_layer.erase_cell(tile)
# Register so future open/close logic can locate this door by tile.
World.register_door(self)
# Phase 13 — notify RoomDetector so the door tile is eligible as an
# interior boundary tile for room BFS.
World.mark_door_tile(tile)
# Solidify the ghost sprite from 40% to full opacity.
var sprite: Sprite2D = get_node_or_null("Sprite")
if sprite != null:
sprite.modulate.a = 1.0
queue_redraw()
World.clear_designation_at(tile)
Audit.log("door", "door completed at %s" % tile)