Three-agent fan-out reusing the contracts-first pattern: Opus pre-wrote
World.clear_all + 4 EventBus signals (save_started/finished, load_started/
finished) before dispatch. Pattern proven across Phases 12/13/14/15/16.
Entity to_dict/from_dict + class_id tagging (Agent A):
- class_id tag added to all 18 entity to_dict methods for loader routing
- Missing pairs filled in: wolf, grave_slot, graveyard_zone, stockpile_zone,
crate (from_dict). All defensive with d.get(field, default).
- Workbench round-trips label_text so Carpenter/Smelter/Millstone/Hearth/
Pyre kinds survive reload
- BeautySystem + DirtinessSystem save_dict/apply_dict for sparse maps
- World.save_tilemap_layers / apply_tilemap_layers covering 5 layers
(Terrain/Floor/Wall/Designation/Roof; Fog runtime-only skipped)
SaveSystem v2 rewrite (Agent B):
- SAVE_VERSION bumped from 1 to 2
- write_save(slot) pauses Sim, emits save_started, collects every entity
via _collect_entities iterating all World registries, writes payload to
user://save_<slot>.json
- apply_save full rewrite: pause sim → emit load_started → World.clear_all
→ apply autoloads (GameState/Clock/Weather/Storyteller) → apply tilemap
layers → iterate payload.entities and dispatch to per-class factories
→ apply beauty/dirt maps → emit load_finished(slot, ok, real_seconds_away)
- Per-class factory registry: 18 class_ids dispatched to setup+add_child+
from_dict patterns. CremationPyre detected via workbench.label_text == 'Pyre'
- Public slot API: save_to_slot/load_from_slot/has_save/delete_save/
peek_save_metadata. Slots locked: &manual + &autosave
Autosave + UI + Resume toast (Agent C):
- autoload/autosave.gd — new Autosave autoload. Periodic every
AUTOSAVE_INTERVAL_TICKS = 6000 (~5 in-game min at 20 Hz) + NOTIFICATION_
APPLICATION_PAUSED (mobile) + NOTIFICATION_WM_WINDOW_FOCUS_OUT (desktop).
Gated by _busy flag tied to EventBus.save_started/save_finished.
- TopBar extended with SaveBtn (💾) + LoadBtn buttons, 48×48 min hit area
- scenes/ui/load_menu.gd — CanvasLayer slot picker. Reads peek_save_metadata
to show 'Manual save (Date Time)' / 'Autosave (Date Time)' rows.
Version-mismatch warning dialog before continuing on older saves.
- scenes/ui/resume_toast.gd — top-center toast. On load_finished(ok=true):
'Welcome back — N minutes/hours away' for 5s + 0.8s fade.
On ok=false: 'Load failed (corrupt or version mismatch)'.
- Strings catalog: 14 new keys (ui.save / ui.load / ui.welcome_back_* /
ui.load_failed etc.)
- main.gd mounts LoadMenu + ResumeToast as runtime CanvasLayer children
MCP runtime verified:
- Saved at tick 1137 → [save] wrote slot 'manual': 113 entities at tick 1137
- Advanced sim to tick 4600 at ULTRA speed (different state)
- load_from_slot(&manual) → [save] applied slot 'manual': 113 entities,
0 errors, tick=1137, away=34s
- post-load: Sim.tick=1137 (restored), pawns alive=3, all furniture +
workbenches + crops + walls + floors back in place
- Resume toast fires: [resume_toast] showing — ok=true seconds_away=34
- Autosave on focus-loss verified: [autosave] focus-loss → wrote autosave
- Screenshot shows TopBar with Save + Load buttons + post-load Lone Wolf
storyteller modal from fresh dawn roll
Known acceptable gaps (deferred to Phase 20 tuning):
- Pawn JobRunner mid-INTERACT/mid-BUILD restarts from toil 0 on reload
(walk toil round-trips; multi-step interact does not). Pawns lose a few
seconds of work.
- Workbench bill mid-craft fetch state isn't fully serialized.
- Wolf.target_pawn re-resolution from name string is Agent A's documented
pattern; Agent B's apply_save respects pawn-restoration ordering so the
resolution works after pawns are back.
Delegation: 3× gdscript-refactor (Sonnet) agents in parallel; integration
+ MCP verify on Opus.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
265 lines
9.4 KiB
GDScript
265 lines
9.4 KiB
GDScript
class_name Wolf extends Node2D
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## Wolf entity — hostile animal with a 4-state AI state machine.
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##
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## State machine (docs/architecture.md "Wolf AI"):
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## APPROACH → walk toward nearest non-downed pawn within sight radius.
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## ENGAGE → attack adjacent pawn; 70% hit chance; 50% chance to apply Bleeding.
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## FLEE → Phase 10 simplification: wolves never flee (fight to the death).
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## Phase 17 may add flee-when-low-hp behaviour.
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## DEAD → HP reached 0; renders an X marker.
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##
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## Combat tunables are Phase 10 placeholders; Phase 20 will tune them against
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## real pawn stats. Hit math matches docs/architecture.md "Hit / damage resolution"
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## (simplified — no weapon/armor/cover modifiers until Phase 17).
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##
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## Registration follows the same pattern as Tree and Rock: _ready() calls
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## World.register_wolf(), _exit_tree() calls World.unregister_wolf().
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## Pawns are referenced by duck typing only (no `Pawn` class_name) so the
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## autoload-ordering window from Phase 2/3 cannot bite here.
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const TILE_SIZE_PX: int = 16
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## Wolves move slightly faster than pawns (pawn STEP_TICKS = 10).
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const STEP_TICKS: int = 8
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# ── combat tunables (Phase 10 placeholders; tune Phase 20) ──────────────────
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const ATTACK_DAMAGE: float = 12.0
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## 1.5 in-game seconds between attacks at 1× (30 ticks × 50 ms).
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const ATTACK_COOLDOWN_TICKS: int = 30
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## How many tiles away a wolf can "see" a pawn.
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const SIGHT_RADIUS: int = 12
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const HP_MAX: float = 40.0
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## Probability (0–1) that a successful hit also inflicts Bleeding status.
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const BLEEDING_CHANCE: float = 0.5
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# ── state machine ────────────────────────────────────────────────────────────
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enum State { APPROACH, ENGAGE, FLEE, DEAD }
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@export var tile: Vector2i = Vector2i.ZERO
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var state: State = State.APPROACH
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var hp: float = HP_MAX
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## Current pawn target; duck-typed (exposes .tile, .pawn_name, .is_downed(), .take_damage(), .add_status()).
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var target_pawn = null
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var _path: Array[Vector2i] = []
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var _step_progress: float = 0.0
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var _attack_cooldown: int = 0
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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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World.register_wolf(self)
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EventBus.sim_tick.connect(_on_sim_tick)
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queue_redraw()
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func _exit_tree() -> void:
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World.unregister_wolf(self)
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## One-shot initialiser. Call after add_child() so _ready() has already fired.
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func setup(p_tile: Vector2i) -> void:
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tile = p_tile
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position = _tile_to_world(tile)
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queue_redraw()
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Audit.log("wolf", "spawned at %s" % tile)
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func take_damage(amount: float) -> void:
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hp = maxf(0.0, hp - amount)
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if hp <= 0.0 and state != State.DEAD:
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state = State.DEAD
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Audit.log("wolf", "wolf at %s killed" % tile)
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queue_redraw()
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func is_dead() -> bool:
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return state == State.DEAD
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# ── state machine tick ──────────────────────────────────────────────────────
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func _on_sim_tick(_n: int) -> void:
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if state == State.DEAD:
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return
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if _attack_cooldown > 0:
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_attack_cooldown -= 1
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match state:
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State.APPROACH: _tick_approach()
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State.ENGAGE: _tick_engage()
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State.FLEE: _tick_flee()
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func _tick_approach() -> void:
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# Find nearest non-downed pawn within sight radius.
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if target_pawn == null or target_pawn.is_downed():
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target_pawn = _find_target()
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if target_pawn == null:
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return # No eligible target; wolf stands still.
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# (Re-)plan path whenever we acquire a new target.
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if World.pathfinder != null:
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_path = World.pathfinder.find_path(tile, target_pawn.tile)
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_advance_walk()
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# Switch to ENGAGE when adjacent to the target.
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if target_pawn != null and _manhattan(tile, target_pawn.tile) <= 1:
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state = State.ENGAGE
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func _tick_engage() -> void:
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# Re-acquire if current target was downed or lost.
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if target_pawn == null or target_pawn.is_downed():
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target_pawn = _find_target()
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if target_pawn == null:
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return
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state = State.APPROACH
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return
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# Move toward target if it has drifted more than 1 tile away.
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if _manhattan(tile, target_pawn.tile) > 1:
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state = State.APPROACH
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return
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# Attack if off cooldown.
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if _attack_cooldown == 0:
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_attack(target_pawn)
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_attack_cooldown = ATTACK_COOLDOWN_TICKS
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func _tick_flee() -> void:
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# Phase 10 simplification: wolves fight to the death — FLEE is a no-op.
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# Phase 17 may add flee-when-low-hp via: if hp < HP_MAX * 0.30 → flee logic.
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pass
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func _attack(target) -> void:
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# Simple two-outcome hit roll (70% base hit chance per docs/architecture.md
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# "Hit / damage resolution"). Phase 17 will add weapon/armor/cover modifiers.
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var hit_roll := randf()
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if hit_roll < 0.7:
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target.take_damage(ATTACK_DAMAGE, "wolf")
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Audit.log("wolf", "wolf hit %s for %.1f" % [target.pawn_name, ATTACK_DAMAGE])
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# 50% chance to inflict Bleeding status (design.md "Combat" + Phase 9 StatusCatalog).
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if randf() < BLEEDING_CHANCE:
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target.add_status(StatusCatalog.bleeding(1))
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Audit.log("wolf", "wolf applied Bleeding to %s" % target.pawn_name)
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else:
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Audit.log("wolf", "wolf missed %s" % target.pawn_name)
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func _find_target():
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## Returns the nearest non-downed pawn within SIGHT_RADIUS tiles (Manhattan),
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## or null if none exists. Duck-typed — no Pawn class_name dependency.
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var best = null
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var best_dist: int = SIGHT_RADIUS + 1 # exclusive upper bound
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for p in World.pawns:
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if p.is_downed():
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continue
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var d := _manhattan(tile, p.tile)
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if d > SIGHT_RADIUS:
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continue
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if d < best_dist:
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best_dist = d
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best = p
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return best
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func _advance_walk() -> void:
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if _path.is_empty():
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return
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_step_progress += 1.0 / float(STEP_TICKS)
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if _step_progress >= 1.0:
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tile = _path[0]
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_path.remove_at(0)
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_step_progress = 0.0
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# ── save / load ──────────────────────────────────────────────────────────────
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func to_dict() -> Dictionary:
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# target_pawn is stored as a name string so the loader can re-resolve it
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# against World.pawns without a live Node reference.
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var target_name: String = ""
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if target_pawn != null and target_pawn.get("pawn_name") != null:
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target_name = str(target_pawn.pawn_name)
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var path_data: Array = []
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for v in _path:
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path_data.append([v.x, v.y])
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return {
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"class_id": &"wolf",
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"tile_x": tile.x,
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"tile_y": tile.y,
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"hp": hp,
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"state": int(state),
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"step_progress": _step_progress,
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"attack_cooldown": _attack_cooldown,
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"target_pawn_name": target_name,
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"path": path_data,
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}
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func from_dict(d: Dictionary) -> void:
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tile = Vector2i(int(d.get("tile_x", 0)), int(d.get("tile_y", 0)))
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hp = clampf(float(d.get("hp", HP_MAX)), 0.0, HP_MAX)
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state = int(d.get("state", State.APPROACH)) as State
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_step_progress = float(d.get("step_progress", 0.0))
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_attack_cooldown = int(d.get("attack_cooldown", 0))
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# target_pawn: re-resolved by the loader after all pawns are restored.
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# Store the name in a temporary string; caller sets target_pawn post-load.
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target_pawn = null # caller must re-resolve from "target_pawn_name"
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_path.clear()
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for entry in d.get("path", []):
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if entry is Array and entry.size() == 2:
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_path.append(Vector2i(int(entry[0]), int(entry[1])))
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position = _tile_to_world(tile)
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queue_redraw()
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# ── render ──────────────────────────────────────────────────────────────────
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func _process(_delta: float) -> void:
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if state == State.DEAD:
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return
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# Lerp render position between current tile and next tile in the path.
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var from_w := _tile_to_world(tile)
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var to_t := _path[0] if not _path.is_empty() else tile
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var to_w := _tile_to_world(to_t)
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position = from_w.lerp(to_w, _step_progress)
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func _draw() -> void:
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if state == State.DEAD:
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# X marker — dark red crosshatch so the corpse is visible but subdued.
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var x_color := Color(0.30, 0.10, 0.10, 0.8)
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draw_line(Vector2(-6, -6), Vector2(6, 6), x_color, 2.0)
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draw_line(Vector2(6, -6), Vector2(-6, 6), x_color, 2.0)
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return
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# Dark-brown canine body (12×6 rect) plus a slightly lighter snout pellet.
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var body_col := Color(0.25, 0.22, 0.20, 1.0)
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var snout_col := Color(0.18, 0.15, 0.13, 1.0)
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# Body — horizontally elongated, centered slightly left of tile center.
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draw_rect(Rect2(Vector2(-7.0, -2.0), Vector2(12.0, 6.0)), body_col)
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# Snout — small block protruding to the right.
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draw_rect(Rect2(Vector2(4.0, -3.0), Vector2(5.0, 4.0)), snout_col)
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# Eye glow — single red dot; signals hostility at a glance.
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draw_circle(Vector2(6.0, -1.5), 0.7, Color(0.95, 0.30, 0.20, 0.95))
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# Legs — 4 short downward marks below the body.
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for x_off in [-5.0, -1.0, 2.0, 5.0]:
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draw_rect(Rect2(Vector2(x_off, 4.0), Vector2(1.5, 3.0)), body_col)
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# ── helpers ─────────────────────────────────────────────────────────────────
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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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func _manhattan(a: Vector2i, b: Vector2i) -> int:
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return abs(a.x - b.x) + abs(a.y - b.y)
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