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>
59 lines
2.2 KiB
GDScript
59 lines
2.2 KiB
GDScript
class_name StatusCatalog
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## Static factory registry for named statuses.
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##
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## Mirrors ThoughtCatalog: each factory returns a fresh Status with all fields
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## set correctly. Callers must not mutate the returned object before passing
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## it to Pawn.add_status() — add_status() handles severity stack-merging.
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##
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## Phase 9 ships: bleeding(), downed().
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## Phase 12 will add: wet(), cold().
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## Phase 17 will add: sick(), infected().
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##
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## Usage pattern:
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## pawn.add_status(StatusCatalog.bleeding(2))
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##
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## docs/design.md "Health & status effects"; docs/design.md "Downed & death".
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## Sim ticks before an untreated bleed-out causes death.
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## design.md "Downed & death": 6 in-game hours.
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## At 20 Hz × 60 s/min × 60 min/hr × 6 hr = 432 000 ticks at 1×.
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## At Fast (5×) that compresses to ~86 400 real-Hz-ticks — but game time is
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## what the player sees, so this constant is in game-time-equivalent ticks
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## (the same 20-Hz tick stream; speed multiplier compresses the real clock,
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## not the tick count that this timer counts against).
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## Phase 20 may retune; keeping the name locked from day one per design.md.
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const BLEED_OUT_TICKS: int = 432000 # 6 in-game hours at 20 Hz
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## HP lost per sim tick per severity level.
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## Severity 1: 0.05 / tick. Severity 3: 0.15 / tick.
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## At severity 3, 100 HP → 0 in 100 / 0.15 = ~667 ticks ≈ 33 sim-seconds at 1×.
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## At Fast (5×) real time: ~7 s. Tune Phase 20.
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const BLEED_HP_PER_TICK: float = 0.05
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## Returns a Bleeding status at the given severity (1–3).
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## Severity is clamped to [1, 3]. Lifetime is PERSISTENT — cleared by doctor
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## treatment, not by time expiry.
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static func bleeding(severity: int = 1) -> Status:
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var s := Status.new()
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s.id = &"bleeding"
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s.kind = Status.Kind.BLEEDING
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s.label = "Bleeding"
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s.severity = clampi(severity, 1, 3)
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s.max_severity = 3
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s.lifetime = Status.Lifetime.PERSISTENT
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return s
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## Returns a Downed status.
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## Downed has severity 1 (single-instance — you're either down or you're not).
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## Cleared externally by Pawn._check_revive() when HP rises to HP_REVIVE_THRESHOLD.
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static func downed() -> Status:
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var s := Status.new()
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s.id = &"downed"
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s.kind = Status.Kind.DOWNED
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s.label = "Downed"
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s.severity = 1
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s.max_severity = 1
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s.lifetime = Status.Lifetime.PERSISTENT
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return s
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