rimlike/scenes/entities/bed.gd
megaproxy 1b6ad2bcc6 Phase 9+10: Status/Doctor/Medical bed + Wolves/WolfSpawner
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>
2026-05-11 16:11:36 +01:00

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class_name Bed extends Node2D
## Bed furniture entity — buildable, optionally pawn-owned, quality-affected sleep.
##
## Rendered as a bottom-anchored 3/4-perspective sprite within the 16×16 tile,
## matching the workbench / wall / door rendering convention. Ghost state (40%
## alpha) while construction is in progress; solid once _completed.
##
## Quality tints the sheet colour (SLEEP_MOOD_BY_QUALITY maps Item.Quality int
## to the mood modifier awarded when a pawn finishes sleeping here). Phase 8
## spawns beds at NORMAL quality; Phase 17+ may roll quality from crafter skill.
##
## Build model (docs/implementation.md Phase 8):
## BUILD_TICKS ticks via the standard BuildJob toil (same shape as Wall/Crate/
## Workbench). blocks_pathing_when_complete() returns false — pawns walk ONTO
## the bed tile to sleep.
##
## Occupancy model:
## _owner_pawn — null = unowned (any tired pawn may use); Phase 8 leaves null.
## _occupant_pawn — set by SleepProvider.claim(); released on SleepProvider.release().
## is_available() — true when completed AND no current occupant.
## claim(pawn) — atomically sets _occupant_pawn; returns false if unavailable.
## release() — clears _occupant_pawn.
##
## Save/load:
## to_dict() serialises all persistent fields. _occupant_pawn is always saved
## as null (sleep is mid-toil state; the JobRunner saves its own side). Re-wiring
## owner_pawn from name → Pawn reference is deferred to Phase 16's full save layer.
##
## World registration: World.register_bed / World.unregister_bed called from
## _ready / _exit_tree.
const TILE_SIZE_PX: int = 16
## Sim ticks to build a bed (80 ticks ≈ 4 sim seconds at 1×).
const BUILD_TICKS: int = 80
## Sleep mood modifier indexed by Item.Quality int (SHODDY=0 … LEGENDARY=4).
## Applied via the "slept_in_X" thought when a pawn finishes a sleep job.
## Numbers are design.md placeholders — tune in Phase 20.
## SHODDY=-8, NORMAL=-2, EXCELLENT=0, MASTERWORK=5, LEGENDARY=8
const SLEEP_MOOD_BY_QUALITY: Array[int] = [-8, -2, 0, 5, 8]
# ── exports ───────────────────────────────────────────────────────────────────
## Tile position of this bed in world-tile coordinates.
@export var tile: Vector2i = Vector2i.ZERO
## Quality tier as an int matching Item.Quality enum (0=SHODDY … 4=LEGENDARY).
## Determines sheet colour and sleep mood modifier.
@export var quality: int = 1
## Player-visible name. Defaults to "Bed"; extended types (medical bed, etc.)
## can override via label_text without needing a subclass.
@export var label_text: String = "Bed"
## When true, this bed is designated as a medical treatment site.
## DoctorProvider (Phase 9) prefers medical beds over regular beds when
## choosing a destination for downed pawns. A small red cross is drawn over
## the pillow in _draw() so the player can tell medical beds apart at a glance.
@export var is_medical: bool = false
# ── state ─────────────────────────────────────────────────────────────────────
## Ticks of construction work applied so far. 0..BUILD_TICKS.
var build_progress: int = 0
## True once build_progress >= BUILD_TICKS.
var _completed: bool = false
## The pawn who "owns" this bed (has first right of use). null = unowned.
## Phase 8 leaves this null; Phase 17 wires per-pawn bed assignment UI.
var _owner_pawn = null
## The pawn currently lying in this bed. Set by claim(); cleared by release().
## Always null on save (SleepProvider re-claims after load if the pawn still
## has an active sleep job; the JobRunner handles reconnection).
var _occupant_pawn = null
# ── lifecycle ─────────────────────────────────────────────────────────────────
func _ready() -> void:
# Bottom-anchor: position.y at tile bottom so Y-sort occludes pawns correctly.
position = Vector2(
tile.x * TILE_SIZE_PX + TILE_SIZE_PX / 2.0,
tile.y * TILE_SIZE_PX + TILE_SIZE_PX
)
World.register_bed(self)
queue_redraw()
func _exit_tree() -> void:
World.unregister_bed(self)
## One-shot initialiser. Call after add_child() so _ready() has fired.
func setup(p_tile: Vector2i) -> void:
tile = p_tile
position = Vector2(
tile.x * TILE_SIZE_PX + TILE_SIZE_PX / 2.0,
tile.y * TILE_SIZE_PX + TILE_SIZE_PX
)
queue_redraw()
# ── BuildJob interface (matches Wall / Crate / Workbench shape) ───────────────
## True while the bed still needs construction work.
## JobRunner's BUILD toil checks this to decide when the toil is done.
func is_buildable() -> bool:
return not _completed
## Human-readable label for job descriptions and Audit logs.
func label() -> String:
return label_text
## Called by the BUILD toil in JobRunner once per sim tick while the pawn works.
## Advances build_progress and completes the bed at BUILD_TICKS.
func on_build_tick() -> void:
if _completed:
return
build_progress += 1
queue_redraw()
if build_progress >= BUILD_TICKS:
_complete()
## True once the bed has been fully built.
func is_completed() -> bool:
return _completed
## Beds remain walkable after completion — pawns walk ONTO the tile to sleep.
func blocks_pathing_when_complete() -> bool:
return false
# ── occupancy ─────────────────────────────────────────────────────────────────
## Returns true when this bed is built and no pawn is currently using it.
## SleepProvider calls this to filter candidate beds before claiming.
func is_available() -> bool:
return _completed and _occupant_pawn == null
## Atomically claim this bed for `pawn`. Returns false if not available.
## SleepProvider calls this before starting the sleep toil; on false the
## provider must look for another bed.
func claim(pawn) -> bool:
if not is_available():
return false
_occupant_pawn = pawn
return true
## Release this bed when the sleep job ends (normally or interrupted).
## SleepProvider calls this from its on_complete / on_cancel hook.
func release() -> void:
_occupant_pawn = null
# ── save / load ───────────────────────────────────────────────────────────────
## Serialise all persistent state for World save (wired in Phase 16).
## _occupant_pawn is always saved as null — the JobRunner holds the sleep
## toil state and the SleepProvider re-claims the bed after load.
func to_dict() -> Dictionary:
var owner_name = null
if _owner_pawn != null and _owner_pawn.has_method("get"):
owner_name = _owner_pawn.get("pawn_name")
return {
"tile_x": tile.x,
"tile_y": tile.y,
"quality": quality,
"label_text": label_text,
"is_medical": is_medical,
"build_progress": build_progress,
"completed": _completed,
"owner_pawn_name": owner_name,
# occupant_pawn always null on save — SleepProvider reconnects after load.
"occupant_pawn": null,
}
## Restore from a dict produced by to_dict().
## owner_pawn re-wiring (name → Pawn reference) is deferred to Phase 16.
func from_dict(d: Dictionary) -> void:
tile = Vector2i(int(d.get("tile_x", 0)), int(d.get("tile_y", 0)))
quality = int(d.get("quality", 1))
label_text = str(d.get("label_text", "Bed"))
is_medical = bool(d.get("is_medical", false))
build_progress = int(d.get("build_progress", 0))
_completed = bool(d.get("completed", false))
# owner_pawn: Phase 16 will walk World.pawns and match by pawn_name.
_owner_pawn = null
_occupant_pawn = null
setup(tile)
# ── render ─────────────────────────────────────────────────────────────────────
func _draw() -> void:
# 3/4-perspective bed — fits within the tile (16×16 local box).
# Origin (0, 0) = tile bottom-centre. Tile spans local Y: -16 to 0.
#
# Layout (bottom-anchored, same as Wall / Workbench):
# Top band (5 px, Y -16..-11) — top surface of the bed frame (lit)
# Body band (8 px, Y -11..-3) — sheet / quilt, quality-tinted
# Leg band (3 px, Y -3.. 0) — bed-frame legs / base
#
# The pillow is a 6×3 rect inset at the top of the body band.
# Quality tints the sheet; the frame/legs stay a constant warm brown.
# Ghost state draws at 0.4 alpha.
var alpha: float = 1.0 if _completed else 0.4
_draw_bed(alpha)
func _draw_bed(alpha: float) -> void:
# Frame colours — same for all quality tiers (wood frame).
var frame_top := Color(0.52, 0.38, 0.20, alpha) # lit top surface
var frame_dark := Color(0.34, 0.24, 0.12, alpha) # shaded legs / base
var frame_edge := Color(0.28, 0.18, 0.08, alpha) # top-front horizon
var outline := Color(0.20, 0.12, 0.04, 0.70 * alpha)
# Sheet colour varies by quality tier.
var sheet_color := _sheet_color_for_quality(quality, alpha)
# Pillow: light cream, inset at top-centre of the body band.
var pillow := Color(0.95, 0.92, 0.85, alpha)
# ── top surface (lit band) ────────────────────────────────────────────────
draw_rect(Rect2(Vector2(-8.0, -16.0), Vector2(16.0, 5.0)), frame_top)
# ── sheet / body band ─────────────────────────────────────────────────────
draw_rect(Rect2(Vector2(-7.0, -11.0), Vector2(14.0, 8.0)), sheet_color)
# Pillow: 6×3, horizontally centred, flush with the top of the body band.
draw_rect(Rect2(Vector2(-3.0, -11.0), Vector2(6.0, 3.0)), pillow)
# Medical cross: small red + over the pillow area.
# Two overlapping rects form a classic cross — universal medical symbol.
if is_medical:
var cross := Color(0.85, 0.10, 0.10, alpha)
draw_rect(Rect2(Vector2(-3.0, -8.0), Vector2(6.0, 2.0)), cross) # horizontal bar
draw_rect(Rect2(Vector2(-1.0, -10.0), Vector2(2.0, 6.0)), cross) # vertical bar
# ── base / legs band ──────────────────────────────────────────────────────
draw_rect(Rect2(Vector2(-8.0, -3.0), Vector2(16.0, 3.0)), frame_dark)
# ── horizon line (top → front depth edge) ────────────────────────────────
draw_line(Vector2(-8.0, -11.0), Vector2(8.0, -11.0), frame_edge, 1.0)
# ── outline ───────────────────────────────────────────────────────────────
draw_rect(Rect2(Vector2(-8.0, -16.0), Vector2(16.0, 16.0)), outline, false, 1.0)
## Returns the sheet fill colour for the given quality int.
## Quality indices: 0=SHODDY, 1=NORMAL, 2=EXCELLENT, 3=MASTERWORK, 4=LEGENDARY.
func _sheet_color_for_quality(q: int, alpha: float) -> Color:
match q:
0: # SHODDY — drab grey-brown
return Color(0.45, 0.40, 0.35, alpha)
1: # NORMAL — warm tan
return Color(0.55, 0.40, 0.30, alpha)
2: # EXCELLENT — cool blue
return Color(0.30, 0.45, 0.65, alpha)
3: # MASTERWORK — gold-brown
return Color(0.65, 0.45, 0.20, alpha)
4: # LEGENDARY — regal pink
return Color(0.75, 0.40, 0.55, alpha)
_: # fallback — same as NORMAL
return Color(0.55, 0.40, 0.30, alpha)
# ── internal ──────────────────────────────────────────────────────────────────
func _complete() -> void:
_completed = true
queue_redraw()
Audit.log("bed", "%s built at %s" % [label_text, tile])