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>
666 lines
27 KiB
GDScript
666 lines
27 KiB
GDScript
extends Node2D
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## Pawn entity — grid-snapped, sim-tick-driven movement with smooth render lerp.
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##
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## Movement model (docs/architecture.md "Pawn movement"):
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## At 1× speed, crossing one tile costs STEP_TICKS sim ticks (10 ticks = 0.5 s
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## at 20 Hz). Each sim tick advances _step_progress by 1/STEP_TICKS. When
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## progress reaches 1.0 the pawn snaps to the next waypoint.
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##
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## Speed scaling is free: Pause → no ticks → pawn frozen; Ultra → 12× ticks/s →
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## pawn crosses the map in ~7 s real time. No per-pawn speed handling needed.
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##
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## Render: _process() lerps world-position between current and next tile every
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## render frame at 60 Hz — motion is smooth even at low sim Hz.
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##
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## Phase 3 additions:
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## - `forced_job` slot (player override via Selection)
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## - `job_runner` Node child wired externally by the World scene
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## - On each sim tick: orchestrate AI first (Decision → JobRunner.tick), then
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## advance the walk. The walk is still owned by the Pawn — JobRunner's WALK
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## toil delegates to `walk_along_path()` and listens for `walk_completed`.
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## - to_dict() / from_dict() round-trip the entire mid-walk + mid-toil state
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## (architecture.md "Save format" — mid-tick suspend safe).
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class_name Pawn
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const STEP_TICKS: int = 10
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const TILE_SIZE_PX: int = 16 # Mirrors World.TILE_SIZE_PX; standalone so Pawn needs no World reference.
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# ── mood + sulking constants (docs/architecture.md "MoodSystem"; docs/design.md "Mood bands") ──
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const MOOD_BASE: float = 50.0
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const MOOD_SULK_THRESHOLD: float = 25.0 # < 25 sustained → sulking (docs/design.md "Breaking" band)
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const MOOD_SULK_RECOVERY: float = 35.0 # mood must reach ≥ 35 to exit sulking
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const MOOD_SULK_SUSTAIN_TICKS: int = 600 # 30 in-game min at 1× (20 ticks/s × 60 s/min × 30 min)
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# ── hunger constants (docs/design.md "Health & status effects") ───────────────
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# Decay rate: 0.10 / tick × 20 ticks/s = 2.0 / real-sec at 1×.
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# 100 → 0 in 50 sim seconds (1×). At Fast (5×): ~10 real seconds.
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# At Ultra (12×): ~4 real seconds. Phase 7 demo-friendliness: at Fast a pawn
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# needs food within ~10 real seconds of spawn. Keep items in-world so hunger
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# triggers before it empties entirely. Tune in Phase 20.
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const HUNGER_MAX: float = 100.0
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const HUNGER_DECAY_PER_TICK: float = 0.02 # ~100→0 over 5000 ticks; ~4 min at 1×, ~20 s at Ultra. Tune Phase 20.
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# ── sleep constants (docs/design.md "Sleep mood" + Phase 8) ──────────────────
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# Decay: 0.015 / tick × 20 ticks/s = 0.3 / real-sec at 1×.
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# 100 → 0 in ~6667 ticks (1×) ≈ ~5.6 real minutes. At Fast (5×): ~67 s.
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# Slower than hunger — pawns tire in ~30 sim minutes at 1×. Tune Phase 20.
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const SLEEP_MAX: float = 100.0
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const SLEEP_DECAY_PER_TICK: float = 0.015 # Tune Phase 20.
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# ── HP + status constants (docs/design.md "Health & status effects"; Phase 9) ──
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# Single HP pool per pawn. No body-part injury (design.md "Simplifications").
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const HP_MAX: float = 100.0
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# HP at or below this threshold triggers the Downed status (design.md "Downed & death").
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const HP_DOWNED_THRESHOLD: float = 30.0
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# HP at or above this threshold clears the Downed status after treatment.
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# Gap between thresholds prevents rapid down/revive oscillation.
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const HP_REVIVE_THRESHOLD: float = 50.0
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# ── skill definitions (docs/design.md "Skills") ──────────────────────────────
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# Five skills, levels 0–10. Level by use; multiplicative speed/quality bonus.
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# Skills modify duration and quality, never permission (design.md:35).
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const SKILL_MANUAL_LABOR: StringName = &"manual_labor"
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const SKILL_CRAFTING: StringName = &"crafting"
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const SKILL_COOKING: StringName = &"cooking"
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const SKILL_MEDICINE: StringName = &"medicine"
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const SKILL_COMBAT: StringName = &"combat"
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const ALL_SKILLS: Array[StringName] = [
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SKILL_MANUAL_LABOR, SKILL_CRAFTING, SKILL_COOKING, SKILL_MEDICINE, SKILL_COMBAT,
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]
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signal walk_started
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signal walk_completed
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signal arrived_at_destination(tile: Vector2i)
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@export var pawn_name: String = ""
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var tile: Vector2i = Vector2i.ZERO
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# Phase 7 — hunger need (design.md "Hungry" status). Full at spawn.
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var hunger: float = HUNGER_MAX
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# Phase 8 — sleep need (design.md "Sleep mood" gradient). Full at spawn.
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var sleep: float = SLEEP_MAX
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# Player override slot — set by Selection; consumed by Decision on next sim tick.
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# Untyped to dodge the autoload-class-name-ordering trap (Phase 2 gotcha).
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var forced_job = null
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# JobRunner node ref. Set externally by World during pawn spawn (so the runner
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# can be paired with the pathfinder). May be null in tests / pre-Phase-3 scenes.
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var job_runner = null
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# Phase 4 — carry slot for hauling. Holds an Item node while carrying; null
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# when empty-handed. PICKUP toil sets this; DEPOSIT clears it. One stack /
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# one type at a time per design.md.
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var carried_item = null
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# Phase 6 — skill levels. Initialized to 0 for all five skills in _ready().
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# Use get_skill() / set_skill() to access; direct dict mutation is allowed
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# for batch operations (e.g. from_dict restoring saved data).
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var skills: Dictionary = {}
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# Phase 8 — mood and thoughts (docs/architecture.md "MoodSystem").
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## Ordered list of active Thought entries. Do not mutate directly — use
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## add_thought() / remove_thought_by_id() which keep mood in sync.
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var thoughts: Array = [] # Array[Thought]
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## Cached mood score 0–100. Recomputed by _recompute_mood() whenever the
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## thoughts array changes. Do not write directly.
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var mood: float = MOOD_BASE
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## Counts consecutive sim ticks where mood < MOOD_SULK_THRESHOLD.
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## Reset to 0 when mood rises above the threshold.
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var _sulk_low_ticks: int = 0
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## True after mood has been below MOOD_SULK_THRESHOLD for MOOD_SULK_SUSTAIN_TICKS
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## consecutive ticks. Cleared once mood recovers to MOOD_SULK_RECOVERY.
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## Decision Layer 1 short-circuits for sulking pawns.
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var sulking: bool = false
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# Phase 9 — HP (design.md "Single HP per pawn", default 100).
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var hp: float = HP_MAX
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# Phase 9 — active status effects. Do not mutate directly — use add_status() /
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# remove_status_by_id() which emit EventBus signals and enforce stack-merge logic.
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var statuses: Array = [] # Array[Status]
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var _path: Array[Vector2i] = []
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var _step_progress: float = 0.0
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var _selected: bool = false
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@onready var _name_label: Label = $NameLabel
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@onready var _state_label: Label = $StateLabel
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func _ready() -> void:
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EventBus.sim_tick.connect(_on_sim_tick)
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_state_label.text = Strings.t(&"pawn.state.idle")
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# Initialise all five skills to 0 if not already set (from_dict sets them
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# before _ready() fires in some load paths — only fill missing keys here).
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for skill in ALL_SKILLS:
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if not skills.has(skill):
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skills[skill] = 0
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func setup(p_name: String, start_tile: Vector2i) -> void:
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pawn_name = p_name
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tile = start_tile
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position = _tile_to_world(tile)
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_name_label.text = pawn_name
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_state_label.text = Strings.t(&"pawn.state.idle")
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Audit.log("pawn", "%s spawned at %s" % [pawn_name, start_tile])
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# ── public API ──────────────────────────────────────────────────────────────
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func walk_along_path(new_path: Array[Vector2i]) -> void:
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if new_path.is_empty():
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return
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var was_walking := is_walking()
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_path = new_path.duplicate()
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# _step_progress carries over; when it hits 1.0 the pawn snaps to
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# the first tile of the new path and picks up the new direction.
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if not was_walking:
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walk_started.emit()
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_state_label.text = Strings.t(&"pawn.state.walking")
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Audit.log("pawn", "%s walk path len %d → %s" % [pawn_name, new_path.size(), new_path[-1]])
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func is_walking() -> bool:
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return not _path.is_empty()
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func set_selected(value: bool) -> void:
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if _selected == value:
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return
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_selected = value
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queue_redraw()
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func is_selected() -> bool:
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return _selected
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# ── hunger API (Phase 7) ──────────────────────────────────────────────────────
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## True when hunger is low enough that the pawn should seek food.
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## Threshold matches the design.md "Hungry" state-driven thought trigger (< 30).
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func is_hungry() -> bool:
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return hunger < 30.0
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## True when the pawn is critically hungry and health damage is imminent.
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## Exposed for Phase 9 Decision Layer-3 interrupt wiring (starvation HP drain).
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## Not yet connected to a work interrupt — Phase 9 follow-up.
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func is_starving() -> bool:
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return hunger < 5.0
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## Set hunger to `value`, clamped to [0, HUNGER_MAX].
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## Used by EatProvider's _tick_eat and save/load.
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func set_hunger(value: float) -> void:
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hunger = clampf(value, 0.0, HUNGER_MAX)
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# ── sleep API (Phase 8) ───────────────────────────────────────────────────────
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## True when sleep is low enough that the pawn should seek a bed.
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## Threshold mirrors design.md "Tired" state-driven thought trigger (< 30).
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func is_tired() -> bool:
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return sleep < 30.0
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## True when the pawn is critically sleep-deprived.
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## Phase 9 Decision Layer-3 interrupt hook — not yet wired (exhaustion collapse).
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func is_exhausted() -> bool:
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return sleep < 5.0
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## Set sleep to `value`, clamped to [0, SLEEP_MAX].
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## Used by JobRunner's _tick_sleep and save/load.
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func set_sleep(value: float) -> void:
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sleep = clampf(value, 0.0, SLEEP_MAX)
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# ── HP + status API (Phase 9) ─────────────────────────────────────────────────
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## Reduce HP by amount, clamped to [0, HP_MAX]. Emits pawn_took_damage.
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## Pass a non-empty source string for Audit context (e.g. "bleeding", "wolf bite").
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## Does NOT log per-tick bleed ticks — only logs on direct named calls.
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func take_damage(amount: float, source: String = "") -> void:
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hp = maxf(0.0, hp - amount)
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EventBus.pawn_took_damage.emit(self, amount)
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if source != "":
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Audit.log("pawn", "%s took %.1f damage from '%s' (hp=%.1f)" % [pawn_name, amount, source, hp])
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_check_downed()
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## Restore HP by amount, clamped to [0, HP_MAX]. Checks revive condition.
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func heal(amount: float) -> void:
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hp = minf(HP_MAX, hp + amount)
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_check_revive()
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## Add a status to this pawn, merging severity if one with the same id already exists.
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## Stack-merge: severity increments by 1 up to max_severity (mirrors add_thought stacking).
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## Emits pawn_status_added when a genuinely new status entry is appended.
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func add_status(s: Status) -> void:
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for existing in statuses:
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if existing.id == s.id:
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existing.severity = mini(existing.severity + 1, existing.max_severity)
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return
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statuses.append(s)
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Audit.log("pawn", "%s gained status: %s (severity=%d)" % [pawn_name, s.label, s.severity])
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EventBus.pawn_status_added.emit(self, s)
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## Remove all statuses with the given id. Emits pawn_status_removed for each removed entry.
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func remove_status_by_id(id: StringName) -> void:
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for i in range(statuses.size() - 1, -1, -1):
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if statuses[i].id == id:
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var s: Status = statuses[i]
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statuses.remove_at(i)
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Audit.log("pawn", "%s lost status: %s" % [pawn_name, s.label])
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EventBus.pawn_status_removed.emit(self, s)
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## Returns true if the pawn has any active status with the given id.
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func has_status(id: StringName) -> bool:
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for s in statuses:
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if s.id == id:
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return true
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return false
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## True when the pawn is Downed (HP near zero, cannot act, awaiting rescue).
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func is_downed() -> bool:
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return has_status(&"downed")
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## True when the pawn cannot accept any job. Decision Layer 1 probes this.
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## Phase 9: only Downed blocks the pawn entirely. Future phases may add Unconscious.
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func is_incapacitated() -> bool:
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return is_downed()
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## Internal: enter Downed state when HP drops to or below the threshold.
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## add_status() emits pawn_status_added — listeners watch that to learn of Downed.
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func _check_downed() -> void:
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if hp <= HP_DOWNED_THRESHOLD and not is_downed():
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add_status(StatusCatalog.downed())
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Audit.log("pawn", "%s DOWNED (hp=%.1f)" % [pawn_name, hp])
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## Internal: clear Downed when HP recovers to or above the revive threshold.
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## Called by heal() — the doctor's treatment flow goes through heal().
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func _check_revive() -> void:
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if hp >= HP_REVIVE_THRESHOLD and is_downed():
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remove_status_by_id(&"downed")
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Audit.log("pawn", "%s revived from Downed (hp=%.1f)" % [pawn_name, hp])
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## Returns the pawn's current level (0–10) for the given skill.
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## Returns 0 for unknown skills so callers need no nil-guard.
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func get_skill(skill: StringName) -> int:
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return int(skills.get(skill, 0))
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## Sets skill to level, clamped to [0, 10]. Asserts the key is a known skill.
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func set_skill(skill: StringName, level: int) -> void:
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assert(skill in ALL_SKILLS, "set_skill: unknown skill '%s'" % skill)
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skills[skill] = clampi(level, 0, 10)
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# ── thought / mood API (Phase 8) ─────────────────────────────────────────────
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## Add a thought, merging stacks if one with the same id already exists.
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## For EVENT thoughts, ticks_remaining is refreshed to the new value when
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## the incoming duration is longer (keeps the best remaining window).
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## Calls _recompute_mood() after any mutation.
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func add_thought(t: Thought) -> void:
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for existing in thoughts:
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if existing.id == t.id:
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existing.stacks = mini(existing.stacks + 1, existing.max_stacks)
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if t.lifetime == Thought.Lifetime.EVENT:
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existing.ticks_remaining = maxi(existing.ticks_remaining, t.ticks_remaining)
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_recompute_mood()
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return
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thoughts.append(t)
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_recompute_mood()
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## Remove all thoughts with the given id. Calls _recompute_mood() if any were removed.
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func remove_thought_by_id(id: StringName) -> void:
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var removed := false
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for i in range(thoughts.size() - 1, -1, -1):
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if thoughts[i].id == id:
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thoughts.remove_at(i)
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removed = true
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if removed:
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_recompute_mood()
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## Returns true if the pawn currently has any thought with the given id.
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func has_thought(id: StringName) -> bool:
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for t in thoughts:
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if t.id == id:
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return true
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return false
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## Returns true when the pawn is in a sulking soft-break state.
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## Decision Layer 1 short-circuits for sulking pawns (no work accepted).
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func is_sulking() -> bool:
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return sulking
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# ── thought / mood internals (called from _on_sim_tick) ──────────────────────
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## Main per-tick thought update. Call AFTER hunger/sleep decay, BEFORE _orchestrate_ai.
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##
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## Sequence:
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## 1. Decay EVENT thoughts — remove expired ones.
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## 2. Sync PERSISTENT thoughts to current pawn state (hungry, tired).
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## 3. Recompute mood if EVENT thoughts changed.
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## 4. Update sulking transitions.
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func _process_thoughts() -> void:
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# 1. Decay EVENT thoughts.
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var dirty := false
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for i in range(thoughts.size() - 1, -1, -1):
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var t = thoughts[i]
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if t.lifetime == Thought.Lifetime.EVENT:
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t.ticks_remaining -= 1
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if t.ticks_remaining <= 0:
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thoughts.remove_at(i)
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dirty = true
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# 2. Sync PERSISTENT thoughts.
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_sync_persistent_thought(&"hungry", is_hungry(), ThoughtCatalog.hungry())
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_sync_persistent_thought(&"tired", is_tired(), ThoughtCatalog.tired())
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# Phase 11 — in_darkness fires when past dusk/before dawn AND the pawn's
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# tile is unlit. architecture.md "LightingSystem": is_lit = light_map > 0.2;
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# darkness_factor > 0.3 spans dusk-mid through dawn-mid.
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# Phase 13 may add wall-occlusion via room BFS; for now radius-8 falloff only.
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var _dark_time := Clock.darkness_factor() > 0.3
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var _lit := World.is_tile_lit(tile)
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_sync_persistent_thought(&"in_darkness", _dark_time and not _lit, ThoughtCatalog.in_darkness())
|
||
# 3. Recompute if EVENT thoughts expired (persistent syncs call _recompute_mood internally).
|
||
if dirty:
|
||
_recompute_mood()
|
||
# 4. Sulking transitions.
|
||
_process_sulking()
|
||
|
||
|
||
## Add or remove a PERSISTENT thought based on a boolean state flag.
|
||
## Calls add_thought() / remove_thought_by_id() (which recompute mood) only
|
||
## when the presence actually needs to change — avoids redundant recomputes.
|
||
func _sync_persistent_thought(id: StringName, state_active: bool, factory_result: Thought) -> void:
|
||
var present := has_thought(id)
|
||
if state_active and not present:
|
||
add_thought(factory_result)
|
||
elif not state_active and present:
|
||
remove_thought_by_id(id)
|
||
|
||
|
||
## Recompute mood from scratch using the locked formula:
|
||
## base 50 + sum(modifier × min(stacks, max_stacks))
|
||
## Clamps to [0, 100] and emits EventBus.pawn_mood_changed.
|
||
## (docs/architecture.md "MoodSystem" — MAX_STACKS_PER_THOUGHT = 5 locked)
|
||
func _recompute_mood() -> void:
|
||
var m := MOOD_BASE
|
||
for t in thoughts:
|
||
m += float(t.modifier) * float(mini(t.stacks, t.max_stacks))
|
||
mood = clampf(m, 0.0, 100.0)
|
||
EventBus.pawn_mood_changed.emit(self, mood)
|
||
|
||
|
||
## Track sustained low-mood ticks and transition sulking state accordingly.
|
||
##
|
||
## Enter sulking: mood has been < MOOD_SULK_THRESHOLD for MOOD_SULK_SUSTAIN_TICKS
|
||
## consecutive ticks (30 in-game min at 1× — docs/design.md "Breaking" band).
|
||
## Exit sulking: mood recovers to >= MOOD_SULK_RECOVERY (35).
|
||
## _sulk_low_ticks resets whenever mood rises above the threshold, so momentary
|
||
## dips do not trigger a break.
|
||
func _process_sulking() -> void:
|
||
if mood < MOOD_SULK_THRESHOLD:
|
||
_sulk_low_ticks += 1
|
||
if not sulking and _sulk_low_ticks >= MOOD_SULK_SUSTAIN_TICKS:
|
||
sulking = true
|
||
Audit.log("pawn", "%s soft-break: SULKING (mood=%.1f)" % [pawn_name, mood])
|
||
else:
|
||
_sulk_low_ticks = 0
|
||
if sulking and mood >= MOOD_SULK_RECOVERY:
|
||
sulking = false
|
||
Audit.log("pawn", "%s recovered from sulking (mood=%.1f)" % [pawn_name, mood])
|
||
|
||
|
||
# ── status tick (Phase 9) ─────────────────────────────────────────────────────
|
||
|
||
## Per-tick status update. Call AFTER _process_thoughts, BEFORE _orchestrate_ai.
|
||
##
|
||
## Sequence:
|
||
## 1. Decay EVENT statuses — remove expired ones.
|
||
## 2. Apply per-tick effects (Bleeding drains HP).
|
||
##
|
||
## Bleeding does NOT log per-tick — would flood Audit. Named-source logging
|
||
## happens in take_damage() only when source is non-empty.
|
||
func _process_statuses() -> void:
|
||
for i in range(statuses.size() - 1, -1, -1):
|
||
var s: Status = statuses[i]
|
||
# 1. Decay EVENT statuses.
|
||
if s.lifetime == Status.Lifetime.EVENT:
|
||
s.ticks_remaining -= 1
|
||
if s.ticks_remaining <= 0:
|
||
statuses.remove_at(i)
|
||
continue
|
||
# 2. Apply per-tick effects.
|
||
if s.kind == Status.Kind.BLEEDING:
|
||
# No source string to suppress per-tick Audit flood.
|
||
hp = maxf(0.0, hp - StatusCatalog.BLEED_HP_PER_TICK * float(s.severity))
|
||
EventBus.pawn_took_damage.emit(self, StatusCatalog.BLEED_HP_PER_TICK * float(s.severity))
|
||
_check_downed()
|
||
|
||
|
||
# ── save / load ─────────────────────────────────────────────────────────────
|
||
|
||
func to_dict() -> Dictionary:
|
||
var path_data: Array = []
|
||
for v in _path:
|
||
path_data.append([v.x, v.y])
|
||
# Serialise skills as {"manual_labor": 0, "crafting": 3, ...} — StringName
|
||
# keys must be stored as plain Strings for JSON round-trip safety.
|
||
var skills_data: Dictionary = {}
|
||
for skill in ALL_SKILLS:
|
||
skills_data[String(skill)] = get_skill(skill)
|
||
# Serialise Phase 8 thoughts as an array of thought dicts.
|
||
var thoughts_data: Array = []
|
||
for t in thoughts:
|
||
thoughts_data.append(t.to_dict())
|
||
# Serialise Phase 9 statuses as an array of status dicts.
|
||
var statuses_data: Array = []
|
||
for s in statuses:
|
||
statuses_data.append(s.to_dict())
|
||
return {
|
||
"name": pawn_name,
|
||
"tile_x": tile.x,
|
||
"tile_y": tile.y,
|
||
"path": path_data,
|
||
"step_progress": _step_progress,
|
||
"selected": _selected,
|
||
"forced_job": forced_job.to_dict() if forced_job != null else null,
|
||
"job_runner": job_runner.to_dict() if job_runner != null else null,
|
||
"skills": skills_data,
|
||
"hunger": hunger,
|
||
"sleep": sleep,
|
||
"thoughts": thoughts_data,
|
||
"mood": mood,
|
||
"hp": hp,
|
||
"statuses": statuses_data,
|
||
"sulk_low_ticks": _sulk_low_ticks,
|
||
"sulking": sulking,
|
||
}
|
||
|
||
|
||
func from_dict(d: Dictionary) -> void:
|
||
pawn_name = d.get("name", "")
|
||
tile = Vector2i(int(d.get("tile_x", 0)), int(d.get("tile_y", 0)))
|
||
|
||
_path.clear()
|
||
for entry in d.get("path", []):
|
||
if entry is Array and entry.size() == 2:
|
||
_path.append(Vector2i(int(entry[0]), int(entry[1])))
|
||
_step_progress = float(d.get("step_progress", 0.0))
|
||
_selected = bool(d.get("selected", false))
|
||
|
||
var fj_dict: Variant = d.get("forced_job")
|
||
forced_job = Job.from_dict(fj_dict) if fj_dict is Dictionary else null
|
||
|
||
var jr_dict: Variant = d.get("job_runner")
|
||
if jr_dict is Dictionary and job_runner != null:
|
||
job_runner.from_dict(jr_dict)
|
||
|
||
# Phase 7 — restore hunger; default to full if missing (pre-Phase-7 save compat).
|
||
hunger = clampf(float(d.get("hunger", HUNGER_MAX)), 0.0, HUNGER_MAX)
|
||
# Phase 8 — restore sleep; default to full if missing (pre-Phase-8 save compat).
|
||
sleep = clampf(float(d.get("sleep", SLEEP_MAX)), 0.0, SLEEP_MAX)
|
||
# Phase 8 — restore thoughts, mood, and sulking state.
|
||
thoughts.clear()
|
||
var thoughts_raw: Variant = d.get("thoughts", [])
|
||
if thoughts_raw is Array:
|
||
for td in thoughts_raw:
|
||
if td is Dictionary:
|
||
thoughts.append(Thought.from_dict(td))
|
||
mood = clampf(float(d.get("mood", MOOD_BASE)), 0.0, 100.0)
|
||
_sulk_low_ticks = int(d.get("sulk_low_ticks", 0))
|
||
sulking = bool(d.get("sulking", false))
|
||
|
||
# Phase 9 — restore HP; default to HP_MAX for backward compat with pre-Phase-9 saves.
|
||
hp = clampf(float(d.get("hp", HP_MAX)), 0.0, HP_MAX)
|
||
# Phase 9 — restore statuses.
|
||
statuses.clear()
|
||
var statuses_raw: Variant = d.get("statuses", [])
|
||
if statuses_raw is Array:
|
||
for sd in statuses_raw:
|
||
if sd is Dictionary:
|
||
statuses.append(Status.from_dict(sd))
|
||
|
||
# Restore skills — set directly on the dict to bypass the ALL_SKILLS assert
|
||
# (from_dict must be resilient to saves that pre-date a new skill being added).
|
||
var saved_skills: Variant = d.get("skills")
|
||
if saved_skills is Dictionary:
|
||
for raw_key in saved_skills.keys():
|
||
var skill := StringName(raw_key)
|
||
if skill in ALL_SKILLS:
|
||
skills[skill] = clampi(int(saved_skills[raw_key]), 0, 10)
|
||
|
||
_name_label.text = pawn_name
|
||
_state_label.text = Strings.t(&"pawn.state.walking") if is_walking() else Strings.t(&"pawn.state.idle")
|
||
position = _tile_to_world(tile)
|
||
queue_redraw()
|
||
Audit.log("pawn", "%s restored at %s (walking=%s, path len=%d)" % [pawn_name, tile, is_walking(), _path.size()])
|
||
|
||
|
||
# ── sim tick: orchestrate AI, then advance walk ─────────────────────────────
|
||
|
||
func _on_sim_tick(_tick_number: int) -> void:
|
||
# Phase 7 — decay hunger before orchestration so the AI sees the updated value
|
||
# this tick and can immediately seek food once hunger < 30.
|
||
hunger = maxf(0.0, hunger - HUNGER_DECAY_PER_TICK)
|
||
# Phase 8 — decay sleep before orchestration so the AI sees the updated value
|
||
# this tick and can immediately seek a bed once sleep < 30.
|
||
sleep = maxf(0.0, sleep - SLEEP_DECAY_PER_TICK)
|
||
# Phase 8 — process thoughts AFTER hunger/sleep decay so is_hungry() / is_tired()
|
||
# reflect the freshly-decayed values when _sync_persistent_thought fires.
|
||
_process_thoughts()
|
||
# Phase 9 — process statuses AFTER thoughts (bleed damage may alter mood via
|
||
# future "recently injured" thought), BEFORE AI so is_incapacitated() is current.
|
||
_process_statuses()
|
||
_orchestrate_ai()
|
||
_advance_walk()
|
||
# Phase 4 — the carry indicator changes when PICKUP/DEPOSIT toils mutate
|
||
# carried_item directly. Cheapest reliable redraw hook is here.
|
||
queue_redraw()
|
||
|
||
|
||
func _orchestrate_ai() -> void:
|
||
# Phase 3: ask Decision for a job when the pawn is idle OR when a forced job
|
||
# is queued (forced_job preempts the current job — player override semantics).
|
||
# Decision's layer 2 consumes the forced_job slot; layer 4 falls back to work
|
||
# providers when no override is queued.
|
||
if job_runner == null:
|
||
return
|
||
if forced_job != null or not job_runner.has_job():
|
||
var next_job = Decision.pick_next_job(self, World.work_providers)
|
||
if next_job != null:
|
||
job_runner.start_job(next_job)
|
||
# Tick the runner (a freshly-started job's first toil executes here in the
|
||
# same sim tick — WALK calls pawn.walk_along_path so _advance_walk below
|
||
# immediately starts moving on this tick).
|
||
if job_runner.has_job():
|
||
job_runner.tick()
|
||
|
||
|
||
func _advance_walk() -> void:
|
||
if not is_walking():
|
||
return
|
||
_step_progress += 1.0 / float(STEP_TICKS)
|
||
if _step_progress >= 1.0:
|
||
tile = _path[0]
|
||
_path.remove_at(0)
|
||
_step_progress = 0.0
|
||
if _path.is_empty():
|
||
_state_label.text = Strings.t(&"pawn.state.idle")
|
||
walk_completed.emit()
|
||
arrived_at_destination.emit(tile)
|
||
Audit.log("pawn", "%s arrived at %s" % [pawn_name, tile])
|
||
|
||
|
||
# ── render ──────────────────────────────────────────────────────────────────
|
||
|
||
func _process(_delta: float) -> void:
|
||
var from_world := _tile_to_world(tile)
|
||
var next := _path[0] if is_walking() else tile
|
||
var to_world := _tile_to_world(next)
|
||
position = from_world.lerp(to_world, _step_progress)
|
||
|
||
|
||
func _draw() -> void:
|
||
# Body disc — colour derived deterministically from pawn name so each pawn
|
||
# is visually distinct without any art dependency.
|
||
var hue := float(pawn_name.hash() % 360) / 360.0
|
||
var body_colour := Color.from_hsv(hue, 0.7, 0.85)
|
||
|
||
if is_downed():
|
||
# Phase 9 — Downed pawn: rotated 90° (lying on ground) + desaturated.
|
||
# draw_set_transform applies to all subsequent draw_* calls in this _draw.
|
||
draw_set_transform(Vector2.ZERO, PI / 2.0, Vector2.ONE)
|
||
draw_circle(Vector2.ZERO, 6.0, body_colour.lerp(Color(0.5, 0.5, 0.5), 0.6))
|
||
draw_arc(Vector2.ZERO, 7.0, 0.0, TAU, 24, Color(0.0, 0.0, 0.0, 0.4), 1.0)
|
||
# Reset transform so selection ring and carry indicator render upright.
|
||
draw_set_transform(Vector2.ZERO, 0.0, Vector2.ONE)
|
||
else:
|
||
draw_circle(Vector2.ZERO, 6.0, body_colour)
|
||
# Dark outline ring.
|
||
draw_arc(Vector2.ZERO, 7.0, 0.0, TAU, 24, Color(0.0, 0.0, 0.0, 0.6), 1.0)
|
||
|
||
# Selection ring — drawn after body regardless of downed state.
|
||
if _selected:
|
||
draw_arc(Vector2.ZERO, 10.0, 0.0, TAU, 32, Color(1.0, 0.9, 0.2, 0.85), 2.0)
|
||
|
||
# Phase 4 — carry indicator: small coloured square at upper-right of body.
|
||
if carried_item != null:
|
||
var ci_hue := float(carried_item.item_type.hash() % 360) / 360.0
|
||
var ci_color := Color.from_hsv(ci_hue, 0.6, 0.85)
|
||
draw_rect(Rect2(6, -10, 7, 7), ci_color)
|
||
draw_rect(Rect2(6, -10, 7, 7), Color(0, 0, 0, 0.7), false, 1.0)
|
||
|
||
|
||
# ── helpers ─────────────────────────────────────────────────────────────────
|
||
|
||
func _tile_to_world(t: Vector2i) -> Vector2:
|
||
return Vector2(
|
||
t.x * TILE_SIZE_PX + TILE_SIZE_PX / 2.0,
|
||
t.y * TILE_SIZE_PX + TILE_SIZE_PX / 2.0
|
||
)
|