48-day year (4 seasons × 12 days), daily weather rolls, rain visual,
storm flash, Wet/Cold statuses with mood thoughts.
Three-agent fan-out — Opus prepped contracts up front (event_bus
signals, Clock season constants, Weather autoload stub) so the three
slices could run fully parallel and integrate on first try.
Calendar (Agent A):
- Clock season API — SEASON_SPRING/SUMMER/AUTUMN/WINTER constants,
current_season(), current_season_index(), day_of_season(),
current_year(), DAYS_PER_SEASON=12, DAYS_PER_YEAR=48
- EventBus.season_changed emitted on transition (mirrors phase_changed)
- Top-bar SeasonLabel ('Spring 1/12') with localized season names via
Strings.t() — season.spring/summer/autumn/winter + season.format
- Terrain TileMapLayer seasonal palette modulate
(spring=warm-green, summer=neutral, autumn=warm-orange, winter=cool-blue)
Weather (Agent B):
- autoload/weather.gd — daily roll triggered by Clock day-index change
Probability tables per season (placeholders, tune Phase 20):
spring 60% clear / 35% rain / 5% storm
summer 75% clear / 18% rain / 7% storm
autumn 50% clear / 35% rain / 12% storm / 3% cold_snap
winter 55% clear / 15% rain / 10% storm / 20% cold_snap
- EventBus.weather_changed signal
- scenes/world/rain_overlay.tscn — procedural _draw() diagonal raindrops
on a CanvasLayer (chosen over CPUParticles2D for pixel-art exactness
and to colocate storm-flash logic in one weather-aware script)
- Storm flash — Tween-driven ColorRect at random 4-8s intervals
- Save round-trip preserves _last_day_index to prevent double-rolling
Wet + Cold + Mood (Agent C):
- StatusCatalog.wet(severity 1-2) — Damp at 25, Soaked at 60 (of 100)
- StatusCatalog.cold(severity 1-3) — Mild at 25, Severe at 60, Extreme at 85
- ThoughtCatalog.damp(-3), soaked(-6), cold_thought(-4)
- Pawn._wet_accum / _cold_accum floats, ticked in _process_statuses:
+0.02/tick rain (×2 storm), -0.05/tick decay when sheltered
+0.015/tick cold winter-or-snap (×2 cold_snap)
- _sync_wet_status / _sync_cold_status — severity-flip detection with
one Audit line per transition
- _is_sheltered() v1: World.floor_layer.get_cell_source_id != -1
Phase 13 replaces with proper Room BFS
- _wet_accum / _cold_accum round-trip through Pawn.to_dict / from_dict
- Persistent thought sync in _process_thoughts after in_darkness
MCP runtime verified:
- Top-bar 'Spring 1/12' renders; green seasonal terrain tint visible
- Rain droplets render across screen; storm flash captured mid-animation
- Bram wet=26 (Damp) → wet=65 (Soaked) with mood thought (-6), mood=30
- Cora cold=30 cold_snap → Cold status sev=1 + Cold thought (-4), mood=32
- Daily weather rolls visible day 0-5 (rain → clear → rain → clear → rain)
Quick-edit fixup mid-flight: Variant inference errors on
'var old_sev := s.severity' (untyped Array loop var). Same trap as
the Phase 7 crop fix; pattern is now to always explicit-type ':='
when the rhs is non-typed-Array element access.
Delegation: 3× gdscript-refactor agents in parallel, 1× quick-edit
for the Variant-inference fix; integration + MCP verify on Opus.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
80 lines
2.9 KiB
GDScript
80 lines
2.9 KiB
GDScript
class_name Status extends RefCounted
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## A single status effect entry on a pawn.
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##
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## Follows the same data-only / RefCounted pattern as Thought (thought.gd).
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## StatusCatalog holds the factory functions; Pawn owns the runtime array.
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##
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## Phase 9 ships with Bleeding and Downed.
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## Phase 12 adds Wet / Cold. Phase 17 adds Sick / Infected.
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##
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## Save / load contract:
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## var s2 := Status.from_dict(s.to_dict())
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## assert(s2.id == s.id and s2.severity == s.severity)
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##
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## docs/design.md "Health & status effects"; docs/architecture.md "Status interrupts".
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## Statuses shipped in Phase 9. Extend this enum when new statuses land.
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enum Kind {
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BLEEDING, ## Continuous HP loss. Cleared by treatment.
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DOWNED, ## Cannot act; rescue required. Cleared when HP >= revive threshold.
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WET, ## Phase 12 — outdoor rain accumulation; drives Damp/Soaked mood thoughts.
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COLD, ## Phase 12 — winter/cold-snap accumulation; drives Cold mood thought.
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}
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## PERSISTENT statuses remain until an external system clears them (e.g. Downed
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## clears when HP rises above HP_REVIVE_THRESHOLD via doctor treatment).
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## EVENT statuses tick down ticks_remaining and self-clear at zero (reserved for
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## future one-shot statuses like a brief stun).
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enum Lifetime {
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PERSISTENT,
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EVENT,
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}
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## Unique identifier — merge key in Pawn.add_status(). e.g. &"bleeding", &"downed".
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var id: StringName = &""
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## Which logical status this is. Drives gameplay effects in Pawn._process_statuses().
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var kind: Kind = Kind.BLEEDING
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## Human-readable label for Audit logs and future pawn-detail UI.
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## Not i18n'd here; call Strings.t("status." + id) for player-visible text.
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var label: String = ""
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## Severity scales the effect. Bleeding: 1 = light, 2 = moderate, 3 = severe.
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## add_status() increments severity on stack-merge instead of duplicating.
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var severity: int = 1
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## Ceiling for severity stacking. Bleeding caps at 3.
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var max_severity: int = 3
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## Whether this status self-clears after ticks_remaining ticks.
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var lifetime: Lifetime = Lifetime.PERSISTENT
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## Remaining sim ticks before an EVENT status self-clears. PERSISTENT ignores this.
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var ticks_remaining: int = 0
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# ── save / load ───────────────────────────────────────────────────────────────
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func to_dict() -> Dictionary:
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return {
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"id": String(id),
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"kind": kind,
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"label": label,
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"severity": severity,
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"max_severity": max_severity,
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"lifetime": lifetime,
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"ticks_remaining": ticks_remaining,
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}
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static func from_dict(d: Dictionary) -> Status:
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var s := Status.new()
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s.id = StringName(d.get("id", ""))
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s.kind = int(d.get("kind", Kind.BLEEDING)) as Kind
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s.label = str(d.get("label", ""))
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s.severity = int(d.get("severity", 1))
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s.max_severity = int(d.get("max_severity", 3))
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s.lifetime = int(d.get("lifetime", Lifetime.PERSISTENT)) as Lifetime
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s.ticks_remaining = int(d.get("ticks_remaining", 0))
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return s
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