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>
538 lines
22 KiB
GDScript
538 lines
22 KiB
GDScript
extends Node2D
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## Phase 4 world view. 80×80 TileMap, 6 layers, 3 pawns, full AI pipeline:
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## RestProvider → ChopProvider → MineProvider → HaulingProvider → idle
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## plus sample trees, rocks, and two stockpile zones with different priorities
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## for the haul-cascade demo.
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##
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## TileMap layer indices follow docs/architecture.md:
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## 0 Terrain · 1 Floor · 2 Wall · 3 Designation · 4 Roof · 5 Fog
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const MAP_SIZE_TILES: Vector2i = Vector2i(80, 80)
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const TILE_SIZE_PX: int = 16
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const TILE_GRASS: Vector2i = Vector2i(0, 0)
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const TILE_DIRT: Vector2i = Vector2i(1, 0)
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const TILE_STONE: Vector2i = Vector2i(2, 0)
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const TILE_STONE_DARK: Vector2i = Vector2i(3, 0)
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const PLACEHOLDER_SOURCE_ID: int = 0
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const PAWN_SCENE: PackedScene = preload("res://scenes/pawn/pawn.tscn")
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const TREE_SCENE: PackedScene = preload("res://scenes/entities/tree.tscn")
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const ROCK_SCENE: PackedScene = preload("res://scenes/entities/rock.tscn")
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const STOCKPILE_SCENE: PackedScene = preload("res://scenes/world/stockpile_zone.tscn")
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const WALL_SCENE: PackedScene = preload("res://scenes/entities/wall.tscn")
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const FLOOR_SCENE: PackedScene = preload("res://scenes/entities/floor.tscn")
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const DOOR_SCENE: PackedScene = preload("res://scenes/entities/door.tscn")
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const CRATE_SCENE: PackedScene = preload("res://scenes/world/crate.tscn")
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const WORKBENCH_SCENE: PackedScene = preload("res://scenes/entities/workbench.tscn")
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const CROP_SCENE: PackedScene = preload("res://scenes/entities/crop.tscn")
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const ITEM_SCENE: PackedScene = preload("res://scenes/entities/item.tscn")
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const BED_SCENE: PackedScene = preload("res://scenes/entities/bed.tscn")
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const TORCH_SCENE: PackedScene = preload("res://scenes/entities/torch.tscn")
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# 3 starting pawns — Phase 2 demo. Phase 7+ replaces this with map-gen + name table.
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const SAMPLE_PAWNS: Array[Dictionary] = [
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# Phase 6 demo — varied Crafting skill so the quality system shows visible
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# spread. Phase 7 adds Cooking skill for hearth recipe variety.
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{"name": "Bram", "tile": Vector2i(20, 40), "crafting": 8, "cooking": 2}, # high crafter, weak cook
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{"name": "Cora", "tile": Vector2i(25, 40), "crafting": 4, "cooking": 6}, # mid crafter, strong cook
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{"name": "Edda", "tile": Vector2i(30, 40), "crafting": 0, "cooking": 1}, # low crafter, weak cook
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]
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# Phase 4 — sample harvestables. Trees clustered east, rocks south-east.
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const SAMPLE_TREES: Array[Vector2i] = [
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Vector2i(58, 30), Vector2i(60, 31), Vector2i(62, 30),
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Vector2i(61, 33), Vector2i(63, 34), Vector2i(59, 35),
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]
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const SAMPLE_ROCKS: Array[Vector2i] = [
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Vector2i(60, 60), Vector2i(62, 60), Vector2i(63, 62), Vector2i(58, 62),
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]
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# HaulingProvider re-flow cadence — every 5 sim seconds at 1× (100 ticks).
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const HAUL_SWEEP_INTERVAL_TICKS: int = 100
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# Phase 11 — global darkness tint. Day = white, night = deep cool blue.
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# Driven by Clock.darkness_factor() (0..1) each sim tick.
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const NIGHT_TINT: Color = Color(0.20, 0.22, 0.40, 1.0)
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const DAY_TINT: Color = Color(1.0, 1.0, 1.0, 1.0)
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@onready var dark_overlay: CanvasModulate = $DarkOverlay
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@onready var terrain_layer: TileMapLayer = $Terrain
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@onready var floor_layer: TileMapLayer = $Floor
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@onready var wall_layer: TileMapLayer = $Wall
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@onready var designation_layer: TileMapLayer = $Designation
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@onready var roof_layer: TileMapLayer = $Roof
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@onready var fog_layer: TileMapLayer = $Fog
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@onready var pathfinder: Pathfinder = $Pathfinder
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@onready var selection: Selection = $Selection
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@onready var designation_ctl: Designation = $DesignationCtl
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@onready var rest_provider: RestProvider = $RestProvider
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@onready var chop_provider: ChopProvider = $ChopProvider
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@onready var mine_provider: MineProvider = $MineProvider
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@onready var hauling_provider: HaulingProvider = $HaulingProvider
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@onready var construction_provider: ConstructionProvider = $ConstructionProvider
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@onready var crafting_provider: CraftingProvider = $CraftingProvider
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@onready var plant_provider: PlantProvider = $PlantProvider
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@onready var eat_provider: EatProvider = $EatProvider
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@onready var sleep_provider: SleepProvider = $SleepProvider
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@onready var doctor_provider: DoctorProvider = $DoctorProvider
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func _ready() -> void:
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Audit.log("world", "Phase 4 — building %d×%d world + harvestables + AI." % [MAP_SIZE_TILES.x, MAP_SIZE_TILES.y])
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var tileset := _build_placeholder_tileset()
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for layer in [terrain_layer, floor_layer, wall_layer, designation_layer, roof_layer, fog_layer]:
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layer.tile_set = tileset
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_paint_terrain()
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# Phase 5: removed _paint_sample_walls() — the old 8×8 stone ring rendered
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# only on the (now-hidden) Wall TileMap layer. With the rendering pivot
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# to entity-based walls, that ring was invisible to the player but still
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# blocked pathing. Removing it cleans the world view; the Phase 5 cabin
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# is now the only player-visible structure.
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_apply_camera_bounds()
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pathfinder.setup(MAP_SIZE_TILES)
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_wire_walls_to_pathfinder()
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selection.bind(pathfinder)
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World.pathfinder = pathfinder # expose to entities (Tree.fell() walkability checks, etc.)
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# Phase 5 — expose TileMap layer refs on the autoload so entity code
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# (Wall._complete, Floor._complete) can stamp data-only tile state.
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World.wall_layer = wall_layer
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World.floor_layer = floor_layer
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World.designation_layer = designation_layer
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# Designation: bind the paint surface + the Selection guard.
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designation_ctl.bind(designation_layer, selection)
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# Register all 10 providers — Decision iterates by .priority desc.
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# doctor=9 > sleep=8 > eat=7 > construction=6 > chop=5 ≈ plant=5 > mine=4
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# ≈ crafting=4 > haul=3 > rest=0.
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# Phase 17 will tune these via the work-priority matrix UI.
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World.register_work_provider(doctor_provider)
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World.register_work_provider(sleep_provider)
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World.register_work_provider(eat_provider)
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World.register_work_provider(construction_provider)
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World.register_work_provider(chop_provider)
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World.register_work_provider(mine_provider)
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World.register_work_provider(crafting_provider)
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World.register_work_provider(plant_provider)
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World.register_work_provider(hauling_provider)
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World.register_work_provider(rest_provider)
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# Phase 5: bridge designation paint events → spawn the ghost-state entity
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# at that tile and register it as a build site.
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EventBus.designation_added.connect(_on_designation_added)
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EventBus.designation_cleared.connect(_on_designation_cleared)
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_spawn_sample_pawns()
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_spawn_sample_harvestables()
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_spawn_sample_stockpiles()
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_seed_phase5_demo_buildings()
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_run_pathfinder_spike()
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# Phase 4: every 5 in-game seconds (100 ticks), re-evaluate items in
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# stockpiles in case a higher-priority destination opened up.
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EventBus.sim_tick.connect(_on_sim_tick_world_sweep)
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func world_bounds_px() -> Rect2:
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return Rect2(Vector2.ZERO, Vector2(MAP_SIZE_TILES * TILE_SIZE_PX))
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# ── tileset & map painting ──────────────────────────────────────────────────
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func _build_placeholder_tileset() -> TileSet:
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# Four 16×16 placeholder tiles laid out as a 4×1 atlas. Real ElvGames
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# art replaces this in Phase 5 (wood walls + stone walls).
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var ts := TileSet.new()
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ts.tile_size = Vector2i(TILE_SIZE_PX, TILE_SIZE_PX)
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var atlas_w := TILE_SIZE_PX * 4
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var img := Image.create(atlas_w, TILE_SIZE_PX, false, Image.FORMAT_RGBA8)
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var palette: Array[Color] = [
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Color(0.45, 0.65, 0.30), # grass
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Color(0.55, 0.45, 0.30), # dirt
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Color(0.60, 0.60, 0.55), # stone
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Color(0.30, 0.30, 0.32), # stone dark
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]
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for i in palette.size():
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var base: Color = palette[i]
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# Subtle border — was darkened(0.15) which made grass look like graph paper.
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# darkened(0.04) keeps the tile boundary readable when squinting but doesn't
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# dominate the visual.
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var border: Color = base.darkened(0.04)
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for px in TILE_SIZE_PX:
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for py in TILE_SIZE_PX:
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var on_border := (
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px == 0 or px == TILE_SIZE_PX - 1
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or py == 0 or py == TILE_SIZE_PX - 1
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)
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img.set_pixel(i * TILE_SIZE_PX + px, py, border if on_border else base)
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var tex := ImageTexture.create_from_image(img)
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var src := TileSetAtlasSource.new()
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src.texture = tex
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src.texture_region_size = Vector2i(TILE_SIZE_PX, TILE_SIZE_PX)
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for i in palette.size():
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src.create_tile(Vector2i(i, 0))
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ts.add_source(src, PLACEHOLDER_SOURCE_ID)
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return ts
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func _paint_terrain() -> void:
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for x in MAP_SIZE_TILES.x:
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for y in MAP_SIZE_TILES.y:
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terrain_layer.set_cell(Vector2i(x, y), PLACEHOLDER_SOURCE_ID, TILE_GRASS)
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func _paint_sample_walls() -> void:
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var origin := Vector2i(36, 36)
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var size: int = 8
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for i in size:
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wall_layer.set_cell(origin + Vector2i(i, 0), PLACEHOLDER_SOURCE_ID, TILE_STONE)
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wall_layer.set_cell(origin + Vector2i(i, size - 1), PLACEHOLDER_SOURCE_ID, TILE_STONE)
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wall_layer.set_cell(origin + Vector2i(0, i), PLACEHOLDER_SOURCE_ID, TILE_STONE_DARK)
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wall_layer.set_cell(origin + Vector2i(size - 1, i), PLACEHOLDER_SOURCE_ID, TILE_STONE_DARK)
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# ── pathfinder + pawns ──────────────────────────────────────────────────────
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func _wire_walls_to_pathfinder() -> void:
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var wall_cells := wall_layer.get_used_cells()
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for cell in wall_cells:
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pathfinder.set_cell_walkable(cell, false)
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Audit.log("world", "%d wall cells marked impassable" % wall_cells.size())
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func _spawn_sample_pawns() -> void:
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for spawn_data in SAMPLE_PAWNS:
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var p: Pawn = PAWN_SCENE.instantiate()
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add_child(p)
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p.setup(spawn_data["name"], spawn_data["tile"])
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# Phase 3: attach a JobRunner so Decision can hand it jobs.
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var jr := JobRunner.new()
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jr.name = "JobRunner"
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p.add_child(jr)
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jr.setup(p, pathfinder)
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p.job_runner = jr
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# Phase 6: seed Crafting skill so the quality demo shows variety.
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if spawn_data.has("crafting"):
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p.set_skill(Pawn.SKILL_CRAFTING, int(spawn_data["crafting"]))
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# Phase 7: seed Cooking skill so hearth recipes show quality spread too.
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if spawn_data.has("cooking"):
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p.set_skill(Pawn.SKILL_COOKING, int(spawn_data["cooking"]))
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World.register_pawn(p)
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# ── Phase 4: harvestables + stockpile zones ─────────────────────────────────
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func _spawn_sample_harvestables() -> void:
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# Untyped vars — Godot's class-name cache for class_name'd classes is
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# scan-time and intermittently lags behind file changes. Duck typing is
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# safer here and the calls below are all spec'd on the entity types.
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for t_tile in SAMPLE_TREES:
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var tree = TREE_SCENE.instantiate()
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add_child(tree)
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tree.setup(t_tile)
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for r_tile in SAMPLE_ROCKS:
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var rock = ROCK_SCENE.instantiate()
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add_child(rock)
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rock.setup(r_tile)
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Audit.log("world", "spawned %d trees + %d rocks" % [SAMPLE_TREES.size(), SAMPLE_ROCKS.size()])
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func _seed_phase5_demo_buildings() -> void:
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# Pre-queue a furnished cabin so the construction loop runs end-to-end
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# without needing player-paint UI (deferred to Phase 17).
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#
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# Layout — 8×6 stone cabin at (44, 23), south door, wood floor inside:
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# • Perimeter walls (skipping the door slot)
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# • Door at (47, 28) — middle of the south wall
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# • Wood floor across the 6×4 interior
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# • One pre-built crate inside (north-east corner of the interior)
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# • Two stockpile-target crates outside (Phase 4 hauling target)
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var origin := Vector2i(44, 23)
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var w := 8
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var h := 6
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var door_x := w / 2 - 1 # 3 → tile (47, y_bottom). Centred door.
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var door_tile := origin + Vector2i(door_x, h - 1)
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# Perimeter walls — skip the door slot in the bottom row.
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var wall_count := 0
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for x in w:
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EventBus.designation_added.emit(origin + Vector2i(x, 0), Designation.TOOL_BUILD_WALL)
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wall_count += 1
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var bottom_tile := origin + Vector2i(x, h - 1)
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if bottom_tile != door_tile:
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EventBus.designation_added.emit(bottom_tile, Designation.TOOL_BUILD_WALL)
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wall_count += 1
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for y in range(1, h - 1): # left + right cols, skip corners (already painted as top/bottom rows)
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EventBus.designation_added.emit(origin + Vector2i(0, y), Designation.TOOL_BUILD_WALL)
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EventBus.designation_added.emit(origin + Vector2i(w - 1, y), Designation.TOOL_BUILD_WALL)
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wall_count += 2
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# Door at south wall centre.
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EventBus.designation_added.emit(door_tile, Designation.TOOL_BUILD_DOOR)
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# Wood floor across the interior — 6×4 = 24 cells.
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var floor_count := 0
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for x in range(1, w - 1):
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for y in range(1, h - 1):
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EventBus.designation_added.emit(origin + Vector2i(x, y), Designation.TOOL_BUILD_FLOOR)
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floor_count += 1
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# Pre-built crate inside the cabin (top-right corner of interior).
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# Auto-built so the cabin shows furnished on first frame.
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var interior_crate: Crate = CRATE_SCENE.instantiate()
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add_child(interior_crate)
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interior_crate.setup(origin + Vector2i(w - 2, 1)) # (50, 24)
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while interior_crate.is_buildable():
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interior_crate.on_build_tick()
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# Two external stockpile-target crates south-west (Phase 4 haul destination).
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var crate_tiles: Array[Vector2i] = [Vector2i(17, 60), Vector2i(18, 60)]
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for t in crate_tiles:
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var c: Crate = CRATE_SCENE.instantiate()
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add_child(c)
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c.setup(t)
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while c.is_buildable():
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c.on_build_tick()
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Audit.log("world", "phase 5 demo: %d walls + 1 door + %d floors queued; %d crates pre-built" % [
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wall_count, floor_count, 1 + crate_tiles.size()
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])
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# Phase 6 demo — two pre-built workbenches inside the cabin with bills.
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# Carpenter at (46, 25) makes wood → plank, FOREVER.
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# Smelter at (48, 25) makes stone → stone_block, UNTIL 5 in stockpiles.
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var carpenter: Workbench = WORKBENCH_SCENE.instantiate()
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add_child(carpenter)
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carpenter.setup(Vector2i(46, 25))
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carpenter.label_text = "Carpenter"
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carpenter.accepted_skill = Pawn.SKILL_CRAFTING
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while carpenter.is_buildable():
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carpenter.on_build_tick()
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var plank_bill := Bill.new()
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plank_bill.recipe = RecipeCatalog.plank()
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plank_bill.mode = Bill.Mode.FOREVER
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carpenter.add_bill(plank_bill)
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var smelter: Workbench = WORKBENCH_SCENE.instantiate()
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add_child(smelter)
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smelter.setup(Vector2i(48, 25))
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smelter.label_text = "Smelter"
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smelter.accepted_skill = Pawn.SKILL_CRAFTING
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while smelter.is_buildable():
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smelter.on_build_tick()
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var block_bill := Bill.new()
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block_bill.recipe = RecipeCatalog.stone_block()
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block_bill.mode = Bill.Mode.UNTIL_N
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block_bill.target_count = 5
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smelter.add_bill(block_bill)
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Audit.log("world", "phase 6 demo: 2 workbenches built (Carpenter→planks FOREVER, Smelter→blocks UNTIL_N=5)")
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# Phase 7 demo — Millstone + Hearth inside the cabin (south row), so the
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# grain→flour→bread chain runs visibly. Wheat crops outside the cabin to
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# the east. A couple of pre-baked breads + a meal item near the cabin so
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# the eat-loop is testable even before cooking completes.
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var millstone: Workbench = WORKBENCH_SCENE.instantiate()
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add_child(millstone)
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millstone.setup(Vector2i(46, 27))
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millstone.label_text = "Millstone"
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millstone.accepted_skill = Pawn.SKILL_CRAFTING
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while millstone.is_buildable():
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millstone.on_build_tick()
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var flour_bill := Bill.new()
|
||
flour_bill.recipe = RecipeCatalog.flour()
|
||
flour_bill.mode = Bill.Mode.FOREVER
|
||
millstone.add_bill(flour_bill)
|
||
|
||
var hearth: Workbench = WORKBENCH_SCENE.instantiate()
|
||
add_child(hearth)
|
||
hearth.setup(Vector2i(49, 27))
|
||
hearth.label_text = "Hearth"
|
||
hearth.accepted_skill = Pawn.SKILL_COOKING
|
||
while hearth.is_buildable():
|
||
hearth.on_build_tick()
|
||
var bread_bill := Bill.new()
|
||
bread_bill.recipe = RecipeCatalog.bread()
|
||
bread_bill.mode = Bill.Mode.FOREVER
|
||
hearth.add_bill(bread_bill)
|
||
var meal_bill := Bill.new()
|
||
meal_bill.recipe = RecipeCatalog.meal_from_vegetables()
|
||
meal_bill.mode = Bill.Mode.FOREVER
|
||
hearth.add_bill(meal_bill)
|
||
|
||
# Wheat crops east of the cabin, near the trees.
|
||
var crop_tiles: Array[Vector2i] = [
|
||
Vector2i(54, 24), Vector2i(54, 25), Vector2i(54, 26),
|
||
Vector2i(55, 24), Vector2i(55, 25), Vector2i(55, 26),
|
||
]
|
||
for ct in crop_tiles:
|
||
var c: Crop = CROP_SCENE.instantiate()
|
||
add_child(c)
|
||
c.setup(ct, Crop.KIND_WHEAT, Crop.Stage.SOWN)
|
||
|
||
# Pre-baked breads + a vegetable meal so pawns can eat before the
|
||
# full cooking chain finishes. Phase 17 may remove these as cooking
|
||
# becomes reliable; for Phase 7 demo they keep the loop unblocked.
|
||
var snack_tiles: Array[Vector2i] = [Vector2i(45, 21), Vector2i(50, 21)]
|
||
for st in snack_tiles:
|
||
var bread_item: Item = ITEM_SCENE.instantiate()
|
||
add_child(bread_item)
|
||
bread_item.setup(Item.TYPE_BREAD, 1, st)
|
||
bread_item.quality = Item.Quality.NORMAL
|
||
|
||
Audit.log("world", "phase 7 demo: Millstone+Hearth built, %d wheat crops sown, %d pre-baked breads placed" % [
|
||
crop_tiles.size(), snack_tiles.size()
|
||
])
|
||
|
||
# Phase 8 demo — 3 beds inside the cabin's north row. Beds are pre-built
|
||
# (skip construction) so pawns have somewhere to sleep on first tired tick.
|
||
# (45, 24), (47, 24), (49, 24) — leaves (50, 24) for the existing crate.
|
||
# 3 beds in cabin north row. Phase 9 — middle bed is the medical bed so
|
||
# the doctor flow has a treatment target.
|
||
var bed_tiles: Array[Vector2i] = [Vector2i(45, 24), Vector2i(47, 24), Vector2i(49, 24)]
|
||
for i in bed_tiles.size():
|
||
var bt: Vector2i = bed_tiles[i]
|
||
var bed: Bed = BED_SCENE.instantiate()
|
||
add_child(bed)
|
||
bed.setup(bt)
|
||
if i == 1: # middle bed = medical
|
||
bed.is_medical = true
|
||
while bed.is_buildable():
|
||
bed.on_build_tick()
|
||
Audit.log("world", "phase 8 demo: %d beds pre-built inside cabin" % bed_tiles.size())
|
||
|
||
# Phase 11 demo — 2 torches inside cabin (north-east + south-west corners
|
||
# of interior) so the indoor area stays lit at night. Combined with the
|
||
# Hearth's light radius=5, the cabin interior should be mostly bright
|
||
# while the outdoors goes deep-blue tinted.
|
||
var torch_tiles: Array[Vector2i] = [Vector2i(46, 26), Vector2i(49, 26)]
|
||
for tt in torch_tiles:
|
||
var torch: Torch = TORCH_SCENE.instantiate()
|
||
add_child(torch)
|
||
torch.setup(tt)
|
||
while torch.is_buildable():
|
||
torch.on_build_tick()
|
||
Audit.log("world", "phase 11 demo: %d torches pre-built inside cabin" % torch_tiles.size())
|
||
|
||
|
||
func _spawn_sample_stockpiles() -> void:
|
||
# Two zones for the Phase 4 acceptance demo:
|
||
# - Zone A (north): wood-only filter, NORMAL priority (just a wood drop)
|
||
# - Zone B (south): wildcard, HIGH priority (the "watch wood flow upward" target)
|
||
# When the sweep runs, wood items in Zone A get re-marked for haul and
|
||
# eventually migrate to Zone B.
|
||
var zone_a: StockpileZone = STOCKPILE_SCENE.instantiate()
|
||
add_child(zone_a)
|
||
zone_a.region = Rect2i(15, 55, 4, 4)
|
||
zone_a.label = "Wood (Normal)"
|
||
zone_a.priority = StorageDestination.Priority.NORMAL
|
||
zone_a.accepted_types = [Item.TYPE_WOOD] as Array[StringName]
|
||
zone_a.queue_redraw()
|
||
|
||
var zone_b: StockpileZone = STOCKPILE_SCENE.instantiate()
|
||
add_child(zone_b)
|
||
zone_b.region = Rect2i(15, 62, 4, 4)
|
||
zone_b.label = "Anything (High)"
|
||
zone_b.priority = StorageDestination.Priority.HIGH
|
||
zone_b.accepted_types = [] as Array[StringName] # wildcard
|
||
zone_b.queue_redraw()
|
||
|
||
Audit.log("world", "spawned 2 stockpiles: %s + %s" % [zone_a.label, zone_b.label])
|
||
|
||
|
||
# ── Phase 5: designation → build-site spawn bridge ──────────────────────────
|
||
|
||
# Track build sites keyed by tile so we can find + queue_free them on cancel.
|
||
var _build_sites_by_tile: Dictionary = {}
|
||
|
||
|
||
func _on_designation_added(cell: Vector2i, tool: StringName) -> void:
|
||
if _build_sites_by_tile.has(cell):
|
||
return # already a build site here
|
||
var entity = null
|
||
match tool:
|
||
&"build_wall":
|
||
entity = WALL_SCENE.instantiate()
|
||
add_child(entity)
|
||
entity.setup(cell, &"stone")
|
||
&"build_floor":
|
||
entity = FLOOR_SCENE.instantiate()
|
||
add_child(entity)
|
||
entity.setup(cell, &"wood")
|
||
&"build_door":
|
||
entity = DOOR_SCENE.instantiate()
|
||
add_child(entity)
|
||
entity.setup(cell)
|
||
_:
|
||
Audit.log("world", "unknown designation tool: %s" % tool)
|
||
return
|
||
_build_sites_by_tile[cell] = entity
|
||
Audit.log("world", "queued %s at %s" % [tool, cell])
|
||
|
||
|
||
func _on_designation_cleared(cell: Vector2i) -> void:
|
||
if not _build_sites_by_tile.has(cell):
|
||
return
|
||
var entity = _build_sites_by_tile[cell]
|
||
_build_sites_by_tile.erase(cell)
|
||
if is_instance_valid(entity) and not entity.is_completed():
|
||
entity.queue_free()
|
||
|
||
|
||
# ── periodic re-flow (the "wood floats up" cascade) ─────────────────────────
|
||
|
||
func _on_sim_tick_world_sweep(tick_n: int) -> void:
|
||
_update_dark_overlay()
|
||
if tick_n % HAUL_SWEEP_INTERVAL_TICKS != 0:
|
||
return
|
||
hauling_provider.sweep_for_better_destinations()
|
||
|
||
|
||
# Phase 11 — interpolate CanvasModulate between DAY_TINT and NIGHT_TINT based
|
||
# on Clock.darkness_factor() (0 = full day, 1 = full night).
|
||
# Called every sim tick; Color.lerp is a handful of float ops — negligible cost.
|
||
func _update_dark_overlay() -> void:
|
||
var f := Clock.darkness_factor()
|
||
dark_overlay.color = DAY_TINT.lerp(NIGHT_TINT, f)
|
||
|
||
|
||
# ── spike: AStarGrid2D query timing at 80² ──────────────────────────────────
|
||
|
||
func _run_pathfinder_spike() -> void:
|
||
var corners := [
|
||
Vector2i(2, 2),
|
||
Vector2i(MAP_SIZE_TILES.x - 3, 2),
|
||
Vector2i(2, MAP_SIZE_TILES.y - 3),
|
||
Vector2i(MAP_SIZE_TILES.x - 3, MAP_SIZE_TILES.y - 3),
|
||
]
|
||
var pairs: Array = []
|
||
for a in corners:
|
||
for b in corners:
|
||
if a != b:
|
||
pairs.append([a, b])
|
||
var result: Dictionary = pathfinder.benchmark(pairs, 3)
|
||
Audit.log("world", "spike: %d paths min=%d us avg=%.1f us max=%d us" % [
|
||
result["total_paths"], result["min_us"], result["avg_us"], result["max_us"]
|
||
])
|
||
|
||
|
||
# ── camera bounds ───────────────────────────────────────────────────────────
|
||
|
||
func _apply_camera_bounds() -> void:
|
||
var cam := get_node_or_null("CameraRig")
|
||
if cam == null:
|
||
Audit.log("world", "no CameraRig child yet — bounds set later when camera lands.")
|
||
return
|
||
if not cam.has_method("set_world_bounds"):
|
||
Audit.log("world", "CameraRig present but missing set_world_bounds() — skipping.")
|
||
return
|
||
cam.set_world_bounds(world_bounds_px())
|