Three-agent fan-out. Opus pre-wrote Corpse class + 5 EventBus signals + World registries (corpses, grave_markers) before dispatch so all three slices ran fully parallel. Pattern proven across Phases 12/13/14. Death pipeline (Agent A): - Pawn.is_dead(), _check_death() — pawn_died signal → corpse spawn → corpse_spawned signal → World.unregister_pawn → queue_free - _last_damage_source carries cause from take_damage() (now StringName) - Bleed-out timeout: _bleed_ticks accumulates while bleeding active; at BLEED_OUT_TICKS=432000 (6 in-game hours) force-kills via take_damage - Pawn.portrait_color stored field for corpse head-color hand-off - Corpse: DECAY_PER_TICK=0.05 (~33 in-game min fresh→rotted at 1×), is_rotting()@50, queue_free@100 with corpse_rotted_away signal. Rotting bumps DirtinessSystem (Phase 13 hook) +0.04/tick (~+8/in-game-min) - DEMO_PHASE14_AUTOKILL toggle in world.gd (default false, gates safety) Graveyard + GraveSlot + GraveMarker + Hauling (Agent B): - scenes/world/graveyard_zone.gd — StorageDestination subclass, accepted_types=[corpse], brownish overlay, finds dug GraveSlots - scenes/entities/grave_slot.gd — buildable (ghost→dug) state machine, StorageDestination duck-type interface, accept_corpse() spawns GraveMarker + emits corpse_buried + queue_frees self - scenes/entities/grave_marker.gd — permanent memorial, procedural stone-cross _draw, carries deceased identity, save round-trip - TOOL_GRAVEYARD + TOOL_DIG_GRAVE paint modes (Designation dispatch) - KIND_PICKUP_CORPSE + KIND_DEPOSIT_CORPSE toils + JobRunner handlers - HaulingProvider.find_best_for iterates World.corpses in addition to items_needing_haul; corpse-payload stored as Node metadata on pawn - ConstructionProvider duck-type already accepts GraveSlot (no change) Cremation + Ash + Mood thoughts (Agent C): - scenes/entities/cremation_pyre.gd — extends Workbench, label 'Pyre', auto-populates FOREVER bill for cremate_corpse, on_craft_complete drops 1 ash + emits corpse_cremated + queue_frees corpse - Recipe.ingredient2_type/count added with save round-trip; recipe catalog entry cremate_corpse(TYPE_CORPSE primary + 5 wood secondary) NOTE: CraftingProvider still only enforces ingredient1 — documented gap, ships when crafting is generalized. - Item.TYPE_ASH added + ALL_TYPES filter array entry - 4 mood thoughts: saw_corpse (-3 EVENT 1200t max=3), buried_friend (+2 EVENT 2400t), cremated_friend (+2 EVENT 2400t), rotting_body_in_colony (-4 PERSISTENT stacks=count capped at 3) - Pawn sync hooks: proximity scan (saw_corpse), signal listeners (buried/cremated within 8-tile radius), count helper for rotting MCP runtime verified: - DEMO_PHASE14_AUTOKILL toggle force-killed Bram at tick 50 - 'Bram DIED (cause=demo_kill, tile=(20, 36))' + corpse spawned - 'Cora: saw_corpse thought added (corpse Bram at dist 5)' — mood -3 - Painted graveyard + dig_grave → grave dug to completion verified in build_queue (grave @(22, 39) complete=true) - Hauler round-trip (corpse → GraveSlot → GraveMarker) WIRED correctly but didn't land within decay window at ULTRA speed (12×) — corpse rotted before priority-3 corpse-haul scheduled. Tuning for Phase 20. - Screenshot captured: fresh corpse silhouette at cabin doorway Delegation: 3× gdscript-refactor (Sonnet) agents in parallel; integration + MCP runtime verify on Opus. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
85 lines
3.5 KiB
GDScript
85 lines
3.5 KiB
GDScript
class_name StorageDestination extends Node2D
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## Abstract base for all item-storage destinations (floor stockpile zones,
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## containers, etc.). Hauling AI treats all subclasses as a unified candidate
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## pool via this interface.
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##
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## StorageDestination extends Node2D (not Node) so subclasses can implement
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## _draw() for priority-tinted overlays without a separate CanvasItem child.
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##
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## Subclasses MUST override: accepts(), find_drop_position(), covers_tile().
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## Subclasses SHOULD call World.register_stockpile(self) in _ready() and
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## World.unregister_stockpile(self) in _exit_tree().
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##
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## See docs/architecture.md "Storage destinations: a unified concept".
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## Five priority levels matching Rimworld semantics (design.md Priorities).
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## Lower enum int = higher priority (CRITICAL = 0 pulls before LOW = 4).
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## Priority.OFF = no hauling in or out; invisible to HaulingProvider.
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enum Priority {
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CRITICAL = 0,
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HIGH = 1,
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NORMAL = 2,
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LOW = 3,
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OFF = 4,
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}
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## Priority determines whether haulers will fill this destination and whether
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## items here will be re-hauled upward to a higher-priority destination.
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@export var priority: Priority = Priority.NORMAL
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## Item types this destination accepts. Empty array = wildcard (accepts all).
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## Each entry is a StringName matching Item.TYPE_* constants (e.g. &"wood").
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@export var accepted_types: Array[StringName] = []
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## Emitted when items are registered or unregistered with this destination,
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## so interested parties (UI, re-scan logic) can react without polling.
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signal contents_changed
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# ── abstract interface — subclasses must override ────────────────────────────
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## Returns true if this destination currently accepts `item` (filter + priority
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## check + any capacity logic owned by the subclass).
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func accepts(item) -> bool:
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push_error("StorageDestination.accepts: '%s' must override this method" % name)
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return false
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## Returns a tile coordinate inside this destination where `item` can be
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## placed (filter-pass AND the tile is not already occupied by another item).
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## Returns Vector2i(-1, -1) when no slot is available.
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func find_drop_position(item) -> Vector2i:
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push_error("StorageDestination.find_drop_position: '%s' must override this method" % name)
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return Vector2i(-1, -1)
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## Returns true if `tile` falls inside this destination's region.
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## Used by HaulingProvider to find which destination currently holds an item.
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func covers_tile(tile: Vector2i) -> bool:
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push_error("StorageDestination.covers_tile: '%s' must override this method" % name)
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return false
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# ── shared helper ────────────────────────────────────────────────────────────
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## Priority-and-filter gate, shared by all subclasses.
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## Returns false when OFF or when the item's type is not in accepted_types.
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## accepted_types.is_empty() is the wildcard "accept any type" case.
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## Resolves item_type defensively — Corpse entities expose get_item_type()
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## rather than a plain .item_type property; both are handled here.
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func _filter_accepts(item) -> bool:
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if priority == Priority.OFF:
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return false
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if accepted_types.is_empty():
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return true
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# Resolve the type string defensively: prefer .item_type property, fall back
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# to get_item_type() for Corpse entities (Phase 14).
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var type: StringName
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var t = item.get("item_type")
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if t != null:
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type = t
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elif item.has_method("get_item_type"):
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type = item.get_item_type()
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else:
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return false
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return type in accepted_types
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