Sub-mature stages (0/1/2) now use FG_Tree_Stages.png (a 128×32 atlas with 8 progressively-larger tree cells from the bundle's "Crops with Stages 03" pack). Stage 0 = tiny sprout (col 0), Stage 1 = small leaf (col 1), Stage 2 = small tree (col 3). Stage 3 (Mature) keeps the existing 64×80 seasonal canopy atlases. Visually distinct progression replaces the previous scale-down-the- mature-texture placeholder + procedural sapling dots. WildGrowth pacing tuned: INTERVAL 1200 → 3000, PROBABILITY 0.30 → 0.12, LIMIT 60 → 80. Previous values flooded the map with saplings within ~30 seconds of 12× play. New rate gives a slow but visible regrowth over a season at default speed. _draw simplified: removed procedural sapling fallback (atlas handles all stages now). Pending-plant ghosts get the alpha tint via sprite.modulate.
342 lines
14 KiB
GDScript
342 lines
14 KiB
GDScript
## Tree entity — choppable by a pawn with a Chop job. Drops wood Item nodes
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## when felled. Trees also grow through four stages (Sapling → Young → Growing
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## → Mature); only Mature trees can be chopped.
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##
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## Chopping model (docs/implementation.md Phase 4):
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## A ChopProvider creates a Job whose INTERACT toil calls on_chop_tick() once
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## per sim tick via JobRunner. After CHOP_TICKS ticks the tree is felled.
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##
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## Growth model: on_sim_tick() is called once per sim tick by world.gd's sweep.
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## After STAGE_TICKS ticks at each sub-mature stage the tree advances one stage
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## and _refresh_sprite() updates the visual.
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##
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## World registration (World.register_tree / World.unregister_tree) is called
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## here but the methods land in World during Opus integration.
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class_name HarvestableTree extends Node2D
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## NOTE: class_name is HarvestableTree because Godot 4 ships a built-in `Tree`
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## Control node — using "Tree" would shadow that. Filename / scene name stay
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## as `tree` because the game-side concept is still just "tree".
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const TILE_SIZE_PX: int = 16
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## Sim ticks to fell a tree at 1× speed (80 ticks = ~4 sim seconds at 20 Hz).
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const CHOP_TICKS: int = 80
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## Number of separate wood Item nodes dropped on fell.
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const WOOD_DROPS_ON_FELL: int = 3
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## Stack size per dropped Item (Phase 4 simplicity: 3 items of stack 1 each).
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const STACK_SIZE_PER_DROP: int = 1
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# ── growth stage constants ─────────────────────────────────────────────────────
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## Growth stage indices.
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const STAGE_SAPLING: int = 0
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const STAGE_YOUNG: int = 1
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const STAGE_GROWING: int = 2
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const STAGE_MATURE: int = 3
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## Sim ticks spent in each sub-mature stage before advancing.
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## 5 in-game hours per stage at 20 Hz = 1200 ticks/hour × 5 = 6000 ticks.
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## At default 5× speed that is ~5 min real time per stage, ~15 min seed → mature.
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const STAGE_TICKS: int = 6000
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# ── state ─────────────────────────────────────────────────────────────────────
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var tile: Vector2i = Vector2i.ZERO
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## 0..CHOP_TICKS. Advanced by on_chop_tick(); tree is felled when equal to CHOP_TICKS.
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var chop_progress: int = 0
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## True once a player has painted a chop designation on this tree. ChopProvider
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## ignores undesignated trees (Rimworld parity — pawns don't auto-chop).
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var chop_designated: bool = false
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## Current growth stage (STAGE_SAPLING..STAGE_MATURE). Default MATURE so
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## existing seed trees load at full size with no visual regression.
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var growth_stage: int = STAGE_MATURE
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## Ticks elapsed within the current sub-mature stage.
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var growth_progress: int = 0
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## Set to true on a ghost tree spawned by the plant_tree designation. The
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## ConstructionProvider will issue a build job; on completion this flag clears
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## and the tree grows normally.
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var pending_plant: bool = false
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# Preloaded scene for spawned wood items.
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const ITEM_SCENE: PackedScene = preload("res://scenes/entities/item.tscn")
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## ElvGames Grasslands tree pack — 4 silhouettes laid out left-to-right (64×80
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## each). Trunk base sits in the bottom ~10 rows; we anchor the sprite centre
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## 32 px above tile origin so the trunk bottom lands at the tile's bottom edge
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## and the canopy rises into the cells above.
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##
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## Three season palettes (Spring / Summer / Fall) give 12 visual variants from
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## the same silhouette set. Winter is omitted — snowy trees look out of place
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## in the current biome. When a season-cycle system lands later, swap the
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## active texture by season globally instead of per-tree.
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const _TREE_TEXES: Array[Texture2D] = [
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preload("res://art/sprites/FG_Tree_Spring.png"),
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preload("res://art/sprites/FG_Tree_Summer.png"),
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preload("res://art/sprites/FG_Tree_Fall.png"),
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]
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const _TREE_VARIANT_W: int = 64
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const _TREE_VARIANT_H: int = 80
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const _TREE_SILHOUETTES: int = 4 # silhouettes per atlas (columns)
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## Growth-stage atlas — 128×32, 8 columns × 1 row of 16×32 cells, left-to-right
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## progressively larger trees. Used for sub-mature stages so the player sees
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## a proper sapling → small tree silhouette change instead of a scaled-down
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## mature canopy. Stage MATURE keeps using _TREE_TEXES above (the full 64×80
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## canopy).
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const _STAGE_TEX: Texture2D = preload("res://art/sprites/FG_Tree_Stages.png")
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const _STAGE_CELL_W: int = 16
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const _STAGE_CELL_H: int = 32
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## Atlas column to use per growth_stage. Stage 3 (MATURE) is unused here.
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const _STAGE_COLS: Array[int] = [0, 1, 3, -1]
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# ── lifecycle ─────────────────────────────────────────────────────────────────
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func _ready() -> void:
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position = _tile_to_world(tile)
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_refresh_sprite()
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# Y-sort so the canopy draws behind walls/pawns that are visually south of
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# the trunk base. Position.y is the trunk-base row.
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y_sort_enabled = true
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World.register_tree(self)
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## Rebuild the Sprite2D child to match the current growth_stage.
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## Stages 0-2 use _STAGE_TEX (a dedicated growth-stage atlas with progressively
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## larger trees per cell). Stage 3 (Mature) uses the seasonal full-canopy
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## atlases. Any existing "Sprite" child is removed first so re-calls don't stack.
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func _refresh_sprite() -> void:
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var old := get_node_or_null("Sprite")
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if old != null:
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old.queue_free()
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var sprite := Sprite2D.new()
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sprite.name = "Sprite"
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sprite.region_enabled = true
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sprite.centered = true
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sprite.z_index = 0
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if growth_stage < STAGE_MATURE:
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# Sub-mature: 16×32 cell from _STAGE_TEX. Bottom edge at tile bottom
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# (+8); sprite half-height 16 → centre offset y = 8 - 16 = -8.
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var col: int = _STAGE_COLS[growth_stage]
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sprite.texture = _STAGE_TEX
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sprite.region_rect = Rect2(col * _STAGE_CELL_W, 0, _STAGE_CELL_W, _STAGE_CELL_H)
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sprite.offset = Vector2(0, -8)
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else:
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# Mature: full 64×80 seasonal canopy. Bottom at +8 → centre at -32.
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var hash_seed: int = tile.x * 31 + tile.y * 17
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var silhouette: int = hash_seed % _TREE_SILHOUETTES
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var season: int = ((hash_seed / _TREE_SILHOUETTES) + tile.x * 7 + tile.y * 11) % _TREE_TEXES.size()
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sprite.texture = _TREE_TEXES[season]
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sprite.region_rect = Rect2(silhouette * _TREE_VARIANT_W, 0, _TREE_VARIANT_W, _TREE_VARIANT_H)
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sprite.offset = Vector2(0, -32)
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add_child(sprite)
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queue_redraw()
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## Adds a Sprite2D child painted with one of the 12 ElvGames tree variants
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## (4 silhouettes × 3 season palettes). Kept for call-site compatibility but
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## now delegates to _refresh_sprite(). New code should call _refresh_sprite().
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func _build_sprite() -> void:
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_refresh_sprite()
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func _exit_tree() -> void:
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World.unregister_tree(self)
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# ── public API ────────────────────────────────────────────────────────────────
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## One-shot initialiser. Call after add_child() so _ready() already fired.
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## start_stage defaults to STAGE_MATURE for backward compatibility.
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func setup(start_tile: Vector2i, start_stage: int = STAGE_MATURE) -> void:
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tile = start_tile
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chop_progress = 0
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growth_stage = start_stage
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growth_progress = 0
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position = _tile_to_world(tile)
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_refresh_sprite()
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queue_redraw()
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Audit.log("tree", "spawned at %s (stage=%d)" % [tile, growth_stage])
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## True when the tree is mature, unChopped, and not a pending-plant ghost.
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## Only mature trees yield wood — saplings/young/growing cannot be felled.
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func is_choppable() -> bool:
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return chop_progress < CHOP_TICKS and growth_stage == STAGE_MATURE and not pending_plant
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## Called by world.gd's sim-tick sweep once per sim tick.
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## Advances growth_progress and promotes the stage on threshold. No-op for
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## mature trees and for pending-plant ghosts (ghost must be built first).
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func on_sim_tick() -> void:
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if growth_stage >= STAGE_MATURE or pending_plant:
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return
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growth_progress += 1
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if growth_progress >= STAGE_TICKS:
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growth_stage += 1
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growth_progress = 0
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_refresh_sprite()
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Audit.log("tree", "grew to stage %d at %s" % [growth_stage, tile])
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# ── pending-plant / build-site duck-type API ──────────────────────────────────
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# ConstructionProvider requires is_buildable() / on_build_tick() / label()
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# on every entity in World.build_queue. A pending_plant tree satisfies this
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# interface so the provider can assign a pawn to "build" (plant) it.
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## Ticks of pawn work needed to complete a manual planting job.
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const PLANT_TICKS: int = 30
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## Progress counter within the planting job (0..PLANT_TICKS).
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var _plant_progress: int = 0
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## True while the tree is a pending-plant ghost awaiting pawn work.
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func is_buildable() -> bool:
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return pending_plant and _plant_progress < PLANT_TICKS
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## Human-readable label for the ConstructionProvider job entry.
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func label() -> String:
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return "Plant tree"
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## Called by JobRunner's BUILD toil once per sim tick while a pawn works this
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## site. After PLANT_TICKS the ghost becomes a real sapling.
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func on_build_tick() -> void:
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if not is_buildable():
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return
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_plant_progress += 1
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queue_redraw()
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if _plant_progress >= PLANT_TICKS:
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_complete_plant()
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## Finish the planting job: clear the pending flag, register as a real sapling,
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## remove from World.build_queue, and clear the designation highlight.
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func _complete_plant() -> void:
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pending_plant = false
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_plant_progress = 0
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World.unregister_build_site(self)
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World.clear_designation_at(tile)
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_refresh_sprite()
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queue_redraw()
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Audit.log("tree", "planted at %s — sapling begins growing" % tile)
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## Called by the INTERACT toil in JobRunner once per sim tick while the pawn
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## works this tree. Advances chop_progress and fells the tree when complete.
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func on_chop_tick() -> void:
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if not is_choppable():
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return
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chop_progress += 1
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queue_redraw()
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if chop_progress >= CHOP_TICKS:
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fell()
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## Drop wood Items and free this node. Called by on_chop_tick() automatically,
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## but also accessible for scripted felling (debug, storyteller events).
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func fell() -> void:
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var drop_tiles := _pick_drop_tiles()
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var drops_count := 0
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for drop_tile in drop_tiles:
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var item: Item = ITEM_SCENE.instantiate()
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get_parent().add_child(item)
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item.setup(Item.TYPE_WOOD, STACK_SIZE_PER_DROP, drop_tile)
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drops_count += 1
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Audit.log("tree", "felled at %s; %d wood drops" % [tile, drops_count])
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if Audio != null:
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Audio.play_sfx(&"tree_fell")
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World.clear_designation_at(tile)
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queue_free()
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# ── save / load ───────────────────────────────────────────────────────────────
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func to_dict() -> Dictionary:
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return {
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"class_id": &"tree",
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"tile_x": tile.x,
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"tile_y": tile.y,
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"chop_progress": chop_progress,
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"chop_designated": chop_designated,
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"growth_stage": growth_stage,
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"growth_progress": growth_progress,
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"pending_plant": pending_plant,
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"plant_progress": _plant_progress,
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}
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static func from_dict(d: Dictionary) -> Dictionary:
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return {
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"tile_x": int(d.get("tile_x", 0)),
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"tile_y": int(d.get("tile_y", 0)),
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"chop_progress": int(d.get("chop_progress", 0)),
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"chop_designated": bool(d.get("chop_designated", false)),
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# Default to STAGE_MATURE (3) so pre-growth-system saves load as mature trees.
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"growth_stage": int(d.get("growth_stage", 3)),
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"growth_progress": int(d.get("growth_progress", 0)),
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"pending_plant": bool(d.get("pending_plant", false)),
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"plant_progress": int(d.get("plant_progress", 0)),
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}
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# ── render ────────────────────────────────────────────────────────────────────
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func _draw() -> void:
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# Ghost tint for pending-plant saplings — apply via modulate on the sprite
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# child instead of drawing extra overlay shapes here.
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if pending_plant and growth_stage == STAGE_SAPLING:
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var s := get_node_or_null("Sprite")
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if s != null:
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s.modulate = Color(1, 1, 1, 0.55)
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# Mature / growing stages: canopy + trunk come from the Sprite2D child.
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# This _draw renders only the chop-progress notch overlaid on the trunk.
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if chop_progress > 0 and growth_stage == STAGE_MATURE:
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var ratio := float(chop_progress) / float(CHOP_TICKS)
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var notch_depth := ratio * 3.0
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draw_line(
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Vector2(-2.0, 2.0 + notch_depth),
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Vector2(2.0, 2.0),
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Color(0.15, 0.08, 0.02, 0.9),
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1.5
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)
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# ── helpers ───────────────────────────────────────────────────────────────────
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## Returns up to WOOD_DROPS_ON_FELL tile positions for wood drops.
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## Prefers the tree's own tile then walkable 4-neighbours; falls back to the
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## tree tile for any remaining drops when neighbours are scarce.
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func _pick_drop_tiles() -> Array[Vector2i]:
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var chosen: Array[Vector2i] = []
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# First drop always goes on the tree's tile itself.
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chosen.append(tile)
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# Remaining drops prefer walkable neighbours.
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var offsets: Array[Vector2i] = [Vector2i(1, 0), Vector2i(-1, 0), Vector2i(0, 1), Vector2i(0, -1)]
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for offset in offsets:
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if chosen.size() >= WOOD_DROPS_ON_FELL:
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break
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var candidate: Vector2i = tile + offset
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if World.pathfinder != null and World.pathfinder.is_walkable(candidate):
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chosen.append(candidate)
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# Fill any remaining slots with the tree tile (all 3 land there if boxed in).
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while chosen.size() < WOOD_DROPS_ON_FELL:
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chosen.append(tile)
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return chosen
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func _tile_to_world(t: Vector2i) -> Vector2:
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return Vector2(
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t.x * TILE_SIZE_PX + TILE_SIZE_PX / 2.0,
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t.y * TILE_SIZE_PX + TILE_SIZE_PX / 2.0
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)
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