The 'drama pair' shipped together via 3-agent fan-out. Phase 9 — Status effects + Medicine: - Status data class (PERSISTENT/EVENT, severity stacks max=3) + StatusCatalog (Bleeding ticks HP loss; Downed = incapacitated) - Pawn HP (100 max, 30 downed threshold, 50 revive threshold), take_damage, heal, add_status/remove_status_by_id, is_downed/is_incapacitated, downed visual (body rotated 90° + desaturated) - DoctorProvider (priority 9, highest) — scans World.pawns for nearest downed pawn, finds medical bed (or any bed fallback), emits 4-toil job: walk_to_patient → rescue → walk_to_bed → treat - Bed.is_medical with red-cross marker draw on pillow; round-trips save - KIND_RESCUE + KIND_TREAT toils + JobRunner _tick_rescue/_tick_treat (snap-to-bed on first treat tick, +0.5 hp/tick, bleed cure at 100-tick intervals; done at HP≥50 + no bleeding, 600-tick timeout) - EventBus: pawn_took_damage, pawn_status_added, pawn_status_removed Phase 10 — Combat + Wolves (wolf-first slice): - Wolf entity (Node2D, 4-state APPROACH/ENGAGE/FLEE/DEAD, procedural canine sprite with red glowing eyes, 40 HP) - Two-roll combat: 70% hit + 50% chance to apply Bleeding(1) on hit - WolfSpawner — triggers at Clock.darkness_factor()≥0.8 with 1-in-game-day cooldown, packs of 1–2 at random map-edge cluster - World.wolves registry + register_wolf/unregister_wolf Integration: world.tscn load_steps 15→17 with DoctorProvider + WolfSpawner nodes. world.gd registers doctor at top of provider list (priority 9 > sleep 8 > eat 7 > construction 6 > chop≈plant 5 > mine≈craft 4 > haul 3 > rest 0). Middle bed at (47,24) marked is_medical=true. MCP runtime verified: Bram took 75 dmg + Bleeding(2) → Downed (hp 25) → Edda + Cora both volunteered doctor job → walked to patient → carried to medical bed → treated → Bram healed to 94.2 hp, statuses cleared, back to work. Wolf raid at day 3 22:00 fired; 4 wolves alive across raid cycles by day 4 01:51. Screenshots confirm red-cross medical bed and wolf silhouettes at night. Phase 10 deliberately partial: wolf-side combat ships, pawn-side weapons/armor/cover/friendly-fire deferred — full chain (wolf→bites→pawn→bleeds→doctor) awaits player weapons. Bleed-out timer at demo value (1200) vs design value (432000 = 6 in-game hours) — documented in status_catalog.gd for first time-balance pass. Delegation: Agent A (status + pawn HP), Agent B (doctor + treatment), Agent C (wolf + spawner) — all Sonnet gdscript-refactor; integration on Opus. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
108 lines
4.3 KiB
GDScript
108 lines
4.3 KiB
GDScript
class_name DoctorProvider extends WorkProvider
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## WorkProvider for the Doctor work category. Slots into the 5-layer pawn AI
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## (Decision → WorkProvider → Job + JobRunner) at priority 9 — above sleep (8)
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## so able-bodied doctors volunteer for rescue before their own rest.
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## Phase 17 will expose this via the work-priority matrix so the player can
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## set individual pawns to Doctor=Off.
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##
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## Rescue model (Phase 9):
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## A doctor pawn picks the nearest downed pawn that has no doctor already
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## assigned to them. The job is a 4-toil sequence:
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## 1. walk_to(patient.tile) — doctor walks to the downed pawn
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## 2. rescue(patient_path) — single-tick marker (doctor "arrived")
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## 3. walk_to(medical_bed.tile)— doctor walks to the nearest medical bed
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## 4. treat(patient_path) — multi-tick: snap patient to bed, heal until
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## HP ≥ 50 AND not bleeding, or 600-tick timeout
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##
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## Phase 9 simplification: the patient is teleported to the bed on the first
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## tick of the treat toil (no carry visual). Phase 17 may add a proper carry
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## animation and render the patient following the doctor during the walk.
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##
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## Bed preference: medical beds (is_medical=true) over regular beds.
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## Fallback: any available bed if no medical bed exists.
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## Hard fail: if no bed is available at all, the job is not issued and
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## Audit.log records the skip so the developer can see the bottleneck.
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##
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## Pawn and Bed are intentionally duck-typed to avoid the class_name
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## registration-order trap documented in Phase 2/3.
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##
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## docs/architecture.md "Doctor work — Downed priority"
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## docs/design.md "Downed & death"
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func _init() -> void:
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category = &"doctor"
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# Priority 9 > sleep (8) > eat (7) > construction (6) > …
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# Above sleep: saving a downed pawn beats the doctor's personal rest need.
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# Phase 17 may let the player tune this per-pawn via the work-priority matrix.
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priority = 9
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# ── WorkProvider override ─────────────────────────────────────────────────────
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## Returns a 4-toil rescue Job for `pawn`, or null if there is nothing to do.
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##
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## `pawn` is duck-typed: must expose .is_downed(), .carried_item, .tile,
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## .pawn_name, and .get_path().
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func find_best_for(pawn) -> Job:
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# Downed pawns can't doctor (Decision Layer 1 also blocks them via
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# is_incapacitated(); this guard is belt-and-suspenders).
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if pawn.has_method("is_downed") and pawn.is_downed():
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return null
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# Don't interrupt an active carry — finish hauling first.
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if pawn.carried_item != null:
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return null
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# Find the nearest downed pawn that isn't this pawn.
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var best_patient = null
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var best_dist: int = 999999
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for p in World.pawns:
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if not p.has_method("is_downed") or not p.is_downed():
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continue
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if p == pawn:
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continue
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var d: int = abs(p.tile.x - pawn.tile.x) + abs(p.tile.y - pawn.tile.y)
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if d < best_dist:
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best_dist = d
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best_patient = p
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if best_patient == null:
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return null
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# Find the nearest available medical bed (preferred) or any available bed.
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var medical_bed = _find_best_bed()
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if medical_bed == null:
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Audit.log(
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"doctor",
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"%s: no bed available for %s — rescue skipped" % [pawn.pawn_name, best_patient.pawn_name]
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)
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return null
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var j := Job.new()
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j.label = "Rescue %s → bed at %s" % [best_patient.pawn_name, medical_bed.tile]
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# 4-toil sequence per the doctor rescue model above.
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j.toils.append(Toil.walk_to(best_patient.tile))
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j.toils.append(Toil.rescue(best_patient.get_path()))
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j.toils.append(Toil.walk_to(medical_bed.tile))
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j.toils.append(Toil.treat(best_patient.get_path()))
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return j
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# ── helpers ───────────────────────────────────────────────────────────────────
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## Returns the best available bed for medical treatment.
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## Prefers beds with is_medical=true; falls back to any available bed.
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## Returns null when no bed is available at all.
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func _find_best_bed():
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# First pass: look for a medical bed.
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for bed in World.beds:
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if not bed.is_available():
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continue
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if bed.get("is_medical") == true:
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return bed
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# Second pass: accept any available bed if no medical bed was found.
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for bed in World.beds:
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if bed.is_available():
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return bed
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return null
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