Replaces three procedural _draw() entities with bundle sprites: - Tree: was draw_rect trunk + draw_circle canopy. Now Sprite2D using FG_Tree_Spring.png (64x80, 4 variants picked deterministically from tile coord). Bottom-anchored so trunk base sits at tile bottom, canopy rises into the cell above; y_sort_enabled so canopies tuck behind pawns south of the trunk. Chop-progress notch overlay retained. - Rock: was draw_colored_polygon hex. Now Sprite2D reading from the existing FG_Grasslands_Spring.png decoration atlas at three eyeballed coords (2 gray boulders, 1 brown rock pile). Variant deterministic per tile. Mine-progress crack overlay retained. - Stone wall: was procedural top-band + front-band + mortar lines. Now Sprite2D from FG_Fortress.png at (1,1) — clean tan-stone brick fill. Bottom-anchored (offset.y=-8) so the 16x16 sprite spans y=-16..0, matching the procedural draw box exactly. Ghost state via modulate.a. Wood walls still use procedural _draw_wood_wall — no clean 16x16 wood tile found in the bundle yet (Pixel Crawler Walls.png is 32x32, would need crop+rescale). Asset additions: - art/sprites/FG_Tree_Spring.png (Tier 1, Grasslands pack) - FG_Fortress.png and FG_Grasslands_Spring.png were already in art/tiles from earlier passes; this commit just consumes them from new sites. Headless boots clean, runtime verified: trees look like chunky pixel-art trees with root flare, rocks read as real boulders, cabin walls show proper brick texture. License: all ElvGames Humble bundle — commercial OK with credit. Credit-string compilation still open. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
148 lines
5.5 KiB
GDScript
148 lines
5.5 KiB
GDScript
## Rock entity — mineable by a pawn with a Mine job. Drops a stone Item node
|
||
## when mined out.
|
||
##
|
||
## Mirrors Tree's chopping model; stone is harder so MINE_TICKS is longer.
|
||
## A MineProvider (Opus, Phase 4) creates a Job whose INTERACT toil calls
|
||
## on_mine_tick() once per sim tick via JobRunner.
|
||
##
|
||
## World registration (World.register_rock / World.unregister_rock) is called
|
||
## here but the methods land in World during Opus integration.
|
||
|
||
class_name Rock extends Node2D
|
||
|
||
const TILE_SIZE_PX: int = 16
|
||
|
||
## Sim ticks to mine a rock at 1× speed (120 ticks = 6 sim seconds at 20 Hz).
|
||
## Stone is harder than wood — MINE_TICKS > Tree.CHOP_TICKS.
|
||
const MINE_TICKS: int = 120
|
||
## Stone Items dropped on a successful mine.
|
||
const STONE_DROPS_ON_MINE: int = 1
|
||
|
||
# ── state ─────────────────────────────────────────────────────────────────────
|
||
|
||
var tile: Vector2i = Vector2i.ZERO
|
||
## 0..MINE_TICKS. Advanced by on_mine_tick(); rock is mined when equal to MINE_TICKS.
|
||
var mine_progress: int = 0
|
||
|
||
# Preloaded scene for spawned stone items.
|
||
const ITEM_SCENE: PackedScene = preload("res://scenes/entities/item.tscn")
|
||
|
||
## Rock sprite atlas — re-uses the Grasslands tileset (already imported for the
|
||
## decoration overlay). The three coords below were eyeballed from the
|
||
## /tmp/rocks_review.png probe in the 2026-05-12 visual pass: two gray boulders
|
||
## and one brown rock for variety.
|
||
const _ROCK_TEX: Texture2D = preload("res://art/tiles/FG_Grasslands_Spring.png")
|
||
const _ROCK_VARIANT_COORDS: Array[Vector2i] = [
|
||
Vector2i(24, 7), # gray boulder A
|
||
Vector2i(28, 7), # gray boulder B
|
||
Vector2i(12, 13), # brown rock pile
|
||
]
|
||
|
||
|
||
# ── lifecycle ─────────────────────────────────────────────────────────────────
|
||
|
||
func _ready() -> void:
|
||
position = _tile_to_world(tile)
|
||
_build_sprite()
|
||
World.register_rock(self)
|
||
|
||
|
||
## Adds a Sprite2D child with one of the rock variants. Variant chosen
|
||
## deterministically from the tile coord so the same tile renders the same
|
||
## rock across boots and load/save.
|
||
func _build_sprite() -> void:
|
||
var sprite := Sprite2D.new()
|
||
sprite.name = "Sprite"
|
||
sprite.texture = _ROCK_TEX
|
||
sprite.region_enabled = true
|
||
var coord: Vector2i = _ROCK_VARIANT_COORDS[(tile.x * 31 + tile.y * 17) % _ROCK_VARIANT_COORDS.size()]
|
||
sprite.region_rect = Rect2(coord.x * TILE_SIZE_PX, coord.y * TILE_SIZE_PX, TILE_SIZE_PX, TILE_SIZE_PX)
|
||
sprite.centered = true
|
||
sprite.offset = Vector2.ZERO # 16×16 tile, sits centered on the tile
|
||
add_child(sprite)
|
||
|
||
|
||
func _exit_tree() -> void:
|
||
World.unregister_rock(self)
|
||
|
||
|
||
# ── public API ────────────────────────────────────────────────────────────────
|
||
|
||
## One-shot initialiser. Call after add_child() so _ready() already fired.
|
||
func setup(start_tile: Vector2i) -> void:
|
||
tile = start_tile
|
||
mine_progress = 0
|
||
position = _tile_to_world(tile)
|
||
queue_redraw()
|
||
Audit.log("rock", "spawned at %s" % tile)
|
||
|
||
|
||
## True when the rock hasn't been fully mined yet.
|
||
func is_mineable() -> bool:
|
||
return mine_progress < MINE_TICKS
|
||
|
||
|
||
## Called by the INTERACT toil in JobRunner once per sim tick while the pawn
|
||
## works this rock. Advances mine_progress and triggers mined() when complete.
|
||
func on_mine_tick() -> void:
|
||
if not is_mineable():
|
||
return
|
||
mine_progress += 1
|
||
queue_redraw()
|
||
if mine_progress >= MINE_TICKS:
|
||
mined()
|
||
|
||
|
||
## Drop stone Item(s) and free this node. Called automatically by on_mine_tick()
|
||
## but also accessible for scripted removal (debug, storyteller events).
|
||
func mined() -> void:
|
||
# Single drop lands on the rock's own tile.
|
||
var item: Item = ITEM_SCENE.instantiate()
|
||
get_parent().add_child(item)
|
||
item.setup(Item.TYPE_STONE, 1, tile)
|
||
Audit.log("rock", "mined at %s; %d stone drop" % [tile, STONE_DROPS_ON_MINE])
|
||
queue_free()
|
||
|
||
|
||
# ── save / load ───────────────────────────────────────────────────────────────
|
||
|
||
func to_dict() -> Dictionary:
|
||
return {
|
||
"class_id": &"rock",
|
||
"tile_x": tile.x,
|
||
"tile_y": tile.y,
|
||
"mine_progress": mine_progress,
|
||
}
|
||
|
||
|
||
static func from_dict(d: Dictionary) -> Dictionary:
|
||
return {
|
||
"tile_x": int(d.get("tile_x", 0)),
|
||
"tile_y": int(d.get("tile_y", 0)),
|
||
"mine_progress": int(d.get("mine_progress", 0)),
|
||
}
|
||
|
||
|
||
# ── render ────────────────────────────────────────────────────────────────────
|
||
|
||
func _draw() -> void:
|
||
# Rock body comes from the Sprite2D child (see _build_sprite).
|
||
# This _draw renders only the mine-progress crack overlaid on the sprite.
|
||
if mine_progress > 0:
|
||
var ratio := float(mine_progress) / float(MINE_TICKS)
|
||
var crack_len := ratio * 5.0
|
||
draw_line(
|
||
Vector2(-1.0, -2.0),
|
||
Vector2(-1.0 + crack_len, 1.0),
|
||
Color(0.15, 0.12, 0.10, 0.85),
|
||
1.5
|
||
)
|
||
|
||
|
||
# ── 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
|
||
)
|