Three-agent fan-out. Opus pre-wrote Corpse class + 5 EventBus signals + World registries (corpses, grave_markers) before dispatch so all three slices ran fully parallel. Pattern proven across Phases 12/13/14. Death pipeline (Agent A): - Pawn.is_dead(), _check_death() — pawn_died signal → corpse spawn → corpse_spawned signal → World.unregister_pawn → queue_free - _last_damage_source carries cause from take_damage() (now StringName) - Bleed-out timeout: _bleed_ticks accumulates while bleeding active; at BLEED_OUT_TICKS=432000 (6 in-game hours) force-kills via take_damage - Pawn.portrait_color stored field for corpse head-color hand-off - Corpse: DECAY_PER_TICK=0.05 (~33 in-game min fresh→rotted at 1×), is_rotting()@50, queue_free@100 with corpse_rotted_away signal. Rotting bumps DirtinessSystem (Phase 13 hook) +0.04/tick (~+8/in-game-min) - DEMO_PHASE14_AUTOKILL toggle in world.gd (default false, gates safety) Graveyard + GraveSlot + GraveMarker + Hauling (Agent B): - scenes/world/graveyard_zone.gd — StorageDestination subclass, accepted_types=[corpse], brownish overlay, finds dug GraveSlots - scenes/entities/grave_slot.gd — buildable (ghost→dug) state machine, StorageDestination duck-type interface, accept_corpse() spawns GraveMarker + emits corpse_buried + queue_frees self - scenes/entities/grave_marker.gd — permanent memorial, procedural stone-cross _draw, carries deceased identity, save round-trip - TOOL_GRAVEYARD + TOOL_DIG_GRAVE paint modes (Designation dispatch) - KIND_PICKUP_CORPSE + KIND_DEPOSIT_CORPSE toils + JobRunner handlers - HaulingProvider.find_best_for iterates World.corpses in addition to items_needing_haul; corpse-payload stored as Node metadata on pawn - ConstructionProvider duck-type already accepts GraveSlot (no change) Cremation + Ash + Mood thoughts (Agent C): - scenes/entities/cremation_pyre.gd — extends Workbench, label 'Pyre', auto-populates FOREVER bill for cremate_corpse, on_craft_complete drops 1 ash + emits corpse_cremated + queue_frees corpse - Recipe.ingredient2_type/count added with save round-trip; recipe catalog entry cremate_corpse(TYPE_CORPSE primary + 5 wood secondary) NOTE: CraftingProvider still only enforces ingredient1 — documented gap, ships when crafting is generalized. - Item.TYPE_ASH added + ALL_TYPES filter array entry - 4 mood thoughts: saw_corpse (-3 EVENT 1200t max=3), buried_friend (+2 EVENT 2400t), cremated_friend (+2 EVENT 2400t), rotting_body_in_colony (-4 PERSISTENT stacks=count capped at 3) - Pawn sync hooks: proximity scan (saw_corpse), signal listeners (buried/cremated within 8-tile radius), count helper for rotting MCP runtime verified: - DEMO_PHASE14_AUTOKILL toggle force-killed Bram at tick 50 - 'Bram DIED (cause=demo_kill, tile=(20, 36))' + corpse spawned - 'Cora: saw_corpse thought added (corpse Bram at dist 5)' — mood -3 - Painted graveyard + dig_grave → grave dug to completion verified in build_queue (grave @(22, 39) complete=true) - Hauler round-trip (corpse → GraveSlot → GraveMarker) WIRED correctly but didn't land within decay window at ULTRA speed (12×) — corpse rotted before priority-3 corpse-haul scheduled. Tuning for Phase 20. - Screenshot captured: fresh corpse silhouette at cabin doorway Delegation: 3× gdscript-refactor (Sonnet) agents in parallel; integration + MCP runtime verify on Opus. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
193 lines
7.5 KiB
GDScript
193 lines
7.5 KiB
GDScript
extends Node
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class_name Designation
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## Phase 5 — Designation paint mode.
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##
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## Captures mouse input to drag-paint ghost tiles on Layer 3 (designation_layer)
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## of the world TileMap. Each new cell painted emits EventBus.designation_added;
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## removing a ghost emits EventBus.designation_cleared.
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##
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## Integrates with Selection: raises Selection.designation_active while a non-none
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## tool is active so Selection does not also process those clicks.
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##
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## Opus wires the node into world.tscn and calls bind() + set_active_tool() from
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## the build-drawer UI.
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# ── tool constants ───────────────────────────────────────────────────────────
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const TOOL_NONE: StringName = &"none"
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const TOOL_BUILD_WALL: StringName = &"build_wall"
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const TOOL_BUILD_FLOOR: StringName = &"build_floor"
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const TOOL_BUILD_DOOR: StringName = &"build_door"
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# Phase 13 — no-roof designation: painted tiles become courtyards; RoomDetector
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# excludes them from auto-roofing. Calls World.toggle_no_roof_at() on apply.
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const TOOL_NO_ROOF: StringName = &"no_roof"
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# Phase 14 — graveyard zone paint: marks a region as a corpse-only storage zone.
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const TOOL_GRAVEYARD: StringName = &"graveyard"
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# Phase 14 — dig grave: queues a GraveSlot build job at the painted tile.
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const TOOL_DIG_GRAVE: StringName = &"dig_grave"
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# Atlas coords on the shared placeholder tileset (source 0).
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# build_wall → stone-grey (2, 0); build_floor → dirt-brown (1, 0).
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# build_door → dark stone (3, 0) so the ghost reads visually distinct from walls.
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# no_roof → grass (0, 0) with the designation layer modulate tinting it visibly.
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# graveyard / dig_grave → dirt-brown (1, 0); modulate tints these dark brown.
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const _ATLAS_BY_TOOL: Dictionary = {
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&"build_wall": Vector2i(2, 0),
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&"build_floor": Vector2i(1, 0),
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&"build_door": Vector2i(3, 0),
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&"no_roof": Vector2i(0, 0),
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&"graveyard": Vector2i(1, 0),
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&"dig_grave": Vector2i(1, 0),
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}
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# Placeholder source ID — mirrors World.PLACEHOLDER_SOURCE_ID.
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const _SOURCE_ID: int = 0
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# Tile-size in pixels — mirrors World.TILE_SIZE_PX.
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const _TILE_SIZE_PX: float = 16.0
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# ── signals ──────────────────────────────────────────────────────────────────
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signal designation_added(cell: Vector2i, tool: StringName)
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signal designation_cleared(cell: Vector2i)
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# ── state ────────────────────────────────────────────────────────────────────
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var _tool: StringName = TOOL_NONE
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var _paint_layer: TileMapLayer = null
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var _selection: Selection = null # optional; raised/lowered for input hand-off
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# cell → tool that placed the ghost.
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var _painted: Dictionary = {} # Dictionary[Vector2i, StringName]
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# Stroke deduplication — cells touched in the current mouse-down session.
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var _stroke_cells: Dictionary = {} # Dictionary[Vector2i, bool]
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var _stroke_active: bool = false
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# ── public API ───────────────────────────────────────────────────────────────
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## Call once from World._ready() with the TileMapLayer at index 3 (Designation)
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## and the sibling Selection node.
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func bind(paint_layer: TileMapLayer, selection: Selection = null) -> void:
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assert(paint_layer != null, "Designation.bind: paint_layer is null")
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_paint_layer = paint_layer
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_selection = selection
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## Activate a paint tool. Pass TOOL_NONE to deactivate.
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func set_active_tool(tool: StringName) -> void:
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assert(
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tool in [TOOL_NONE, TOOL_BUILD_WALL, TOOL_BUILD_FLOOR, TOOL_BUILD_DOOR,
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TOOL_NO_ROOF, TOOL_GRAVEYARD, TOOL_DIG_GRAVE],
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"Designation.set_active_tool: unknown tool '%s'" % tool
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)
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_tool = tool
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_stroke_active = false
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_stroke_cells.clear()
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_sync_selection_flag()
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if tool == TOOL_NONE:
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Audit.log("designation", "tool deactivated")
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else:
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Audit.log("designation", "tool set to '%s'" % tool)
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func active_tool() -> StringName:
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return _tool
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## Remove the ghost for a single cell and emit designation_cleared.
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func clear_cell(cell: Vector2i) -> void:
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if not _painted.has(cell):
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return
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_painted.erase(cell)
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if _paint_layer != null:
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_paint_layer.erase_cell(cell)
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designation_cleared.emit(cell)
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EventBus.designation_cleared.emit(cell)
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Audit.log("designation", "cleared cell %s" % cell)
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## Returns all cells that currently have an active ghost.
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func cells() -> Array[Vector2i]:
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var result: Array[Vector2i] = []
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for c: Vector2i in _painted.keys():
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result.append(c)
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return result
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# ── input ────────────────────────────────────────────────────────────────────
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func _unhandled_input(event: InputEvent) -> void:
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if _tool == TOOL_NONE or _paint_layer == null:
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return
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if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT:
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if event.pressed:
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_stroke_active = true
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_stroke_cells.clear()
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_paint_at_screen(event.position)
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else:
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_stroke_active = false
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_stroke_cells.clear()
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get_viewport().set_input_as_handled()
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return
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if event is InputEventMouseMotion and _stroke_active:
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_paint_at_screen(event.position)
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get_viewport().set_input_as_handled()
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# ── helpers ──────────────────────────────────────────────────────────────────
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func _paint_at_screen(screen_pos: Vector2) -> void:
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var world_pos: Vector2 = get_viewport().get_canvas_transform().affine_inverse() * screen_pos
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var cell := Vector2i(
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floori(world_pos.x / _TILE_SIZE_PX),
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floori(world_pos.y / _TILE_SIZE_PX),
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)
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# Deduplication within the current stroke.
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if _stroke_cells.has(cell):
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return
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_stroke_cells[cell] = true
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# Don't re-paint the same tool over itself.
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if _painted.get(cell) == _tool:
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return
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_apply_ghost(cell)
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func _apply_ghost(cell: Vector2i) -> void:
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var atlas_coord: Vector2i = _ATLAS_BY_TOOL.get(_tool, Vector2i(2, 0))
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_paint_layer.set_cell(cell, _SOURCE_ID, atlas_coord)
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_painted[cell] = _tool
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# Modulate the whole paint layer based on whether this cell is placeable.
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# Phase 5 simplification: validity applies globally to the layer.
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var ok: bool = _cell_is_placeable(cell)
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_paint_layer.modulate = Color(0.4, 1.0, 0.4, 0.7) if ok else Color(1.0, 0.4, 0.4, 0.7)
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# Phase 13 — no-roof tool: toggle the tile in World.no_roof_cells and
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# trigger an immediate room recompute. No build job is queued.
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if _tool == TOOL_NO_ROOF:
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World.toggle_no_roof_at(cell)
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Audit.log("designation", "no_roof toggled at %s" % cell)
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return
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designation_added.emit(cell, _tool)
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EventBus.designation_added.emit(cell, _tool)
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Audit.log("designation", "painted %s at %s (placeable=%s)" % [_tool, cell, ok])
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func _cell_is_placeable(cell: Vector2i) -> bool:
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# For Phase 5: a cell is placeable for build_wall if it is currently walkable
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# (no wall present), and for build_floor if it is walkable. Items-on-tile
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# check is deferred to Phase 5 BuildJob validation; we only gate on geometry here.
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if World.pathfinder == null:
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return true
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return World.pathfinder.is_walkable(cell)
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func _sync_selection_flag() -> void:
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if _selection == null:
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return
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_selection.designation_active = (_tool != TOOL_NONE)
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