48-day year (4 seasons × 12 days), daily weather rolls, rain visual,
storm flash, Wet/Cold statuses with mood thoughts.
Three-agent fan-out — Opus prepped contracts up front (event_bus
signals, Clock season constants, Weather autoload stub) so the three
slices could run fully parallel and integrate on first try.
Calendar (Agent A):
- Clock season API — SEASON_SPRING/SUMMER/AUTUMN/WINTER constants,
current_season(), current_season_index(), day_of_season(),
current_year(), DAYS_PER_SEASON=12, DAYS_PER_YEAR=48
- EventBus.season_changed emitted on transition (mirrors phase_changed)
- Top-bar SeasonLabel ('Spring 1/12') with localized season names via
Strings.t() — season.spring/summer/autumn/winter + season.format
- Terrain TileMapLayer seasonal palette modulate
(spring=warm-green, summer=neutral, autumn=warm-orange, winter=cool-blue)
Weather (Agent B):
- autoload/weather.gd — daily roll triggered by Clock day-index change
Probability tables per season (placeholders, tune Phase 20):
spring 60% clear / 35% rain / 5% storm
summer 75% clear / 18% rain / 7% storm
autumn 50% clear / 35% rain / 12% storm / 3% cold_snap
winter 55% clear / 15% rain / 10% storm / 20% cold_snap
- EventBus.weather_changed signal
- scenes/world/rain_overlay.tscn — procedural _draw() diagonal raindrops
on a CanvasLayer (chosen over CPUParticles2D for pixel-art exactness
and to colocate storm-flash logic in one weather-aware script)
- Storm flash — Tween-driven ColorRect at random 4-8s intervals
- Save round-trip preserves _last_day_index to prevent double-rolling
Wet + Cold + Mood (Agent C):
- StatusCatalog.wet(severity 1-2) — Damp at 25, Soaked at 60 (of 100)
- StatusCatalog.cold(severity 1-3) — Mild at 25, Severe at 60, Extreme at 85
- ThoughtCatalog.damp(-3), soaked(-6), cold_thought(-4)
- Pawn._wet_accum / _cold_accum floats, ticked in _process_statuses:
+0.02/tick rain (×2 storm), -0.05/tick decay when sheltered
+0.015/tick cold winter-or-snap (×2 cold_snap)
- _sync_wet_status / _sync_cold_status — severity-flip detection with
one Audit line per transition
- _is_sheltered() v1: World.floor_layer.get_cell_source_id != -1
Phase 13 replaces with proper Room BFS
- _wet_accum / _cold_accum round-trip through Pawn.to_dict / from_dict
- Persistent thought sync in _process_thoughts after in_darkness
MCP runtime verified:
- Top-bar 'Spring 1/12' renders; green seasonal terrain tint visible
- Rain droplets render across screen; storm flash captured mid-animation
- Bram wet=26 (Damp) → wet=65 (Soaked) with mood thought (-6), mood=30
- Cora cold=30 cold_snap → Cold status sev=1 + Cold thought (-4), mood=32
- Daily weather rolls visible day 0-5 (rain → clear → rain → clear → rain)
Quick-edit fixup mid-flight: Variant inference errors on
'var old_sev := s.severity' (untyped Array loop var). Same trap as
the Phase 7 crop fix; pattern is now to always explicit-type ':='
when the rhs is non-typed-Array element access.
Delegation: 3× gdscript-refactor agents in parallel, 1× quick-edit
for the Variant-inference fix; integration + MCP verify on Opus.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
111 lines
4.6 KiB
GDScript
111 lines
4.6 KiB
GDScript
class_name StatusCatalog
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## Static factory registry for named statuses.
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##
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## Mirrors ThoughtCatalog: each factory returns a fresh Status with all fields
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## set correctly. Callers must not mutate the returned object before passing
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## it to Pawn.add_status() — add_status() handles severity stack-merging.
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##
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## Phase 9 ships: bleeding(), downed().
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## Phase 12 ships: wet(), cold().
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## Phase 17 will add: sick(), infected().
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##
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## Usage pattern:
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## pawn.add_status(StatusCatalog.bleeding(2))
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##
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## docs/design.md "Health & status effects"; docs/design.md "Downed & death".
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## ── Wet status constants (Phase 12) ─────────────────────────────────────────
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## Severity labels: 1 = Damp, 2 = Soaked.
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const WET_DAMP_LEVEL: int = 1
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const WET_SOAKED_LEVEL: int = 2
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## Per-tick accumulator rates for the 0–100 Wet scale.
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## Storm doubles WET_GAIN_PER_TICK.
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const WET_GAIN_PER_TICK: float = 0.02
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const WET_DECAY_PER_TICK: float = 0.05
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## Accumulator thresholds that flip severity.
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const WET_DAMP_THRESHOLD: float = 25.0 ## ≥ 25 → severity 1 (Damp)
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const WET_SOAKED_THRESHOLD: float = 60.0 ## ≥ 60 → severity 2 (Soaked)
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## ── Cold status constants (Phase 12) ────────────────────────────────────────
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## Severity labels: 1 = Cold, 2 = Very Cold, 3 = Freezing.
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## Cold activates in winter (Clock.SEASON_WINTER) or during a cold snap (any season).
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## Cold snap doubles COLD_GAIN_PER_TICK.
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const COLD_GAIN_PER_TICK: float = 0.015
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const COLD_DECAY_PER_TICK: float = 0.04
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const COLD_MILD_THRESHOLD: float = 25.0 ## ≥ 25 → severity 1
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const COLD_SEVERE_THRESHOLD: float = 60.0 ## ≥ 60 → severity 2
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const COLD_EXTREME_THRESHOLD: float = 85.0 ## ≥ 85 → severity 3
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## Sim ticks before an untreated bleed-out causes death.
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## design.md "Downed & death": 6 in-game hours.
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## At 20 Hz × 60 s/min × 60 min/hr × 6 hr = 432 000 ticks at 1×.
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## At Fast (5×) that compresses to ~86 400 real-Hz-ticks — but game time is
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## what the player sees, so this constant is in game-time-equivalent ticks
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## (the same 20-Hz tick stream; speed multiplier compresses the real clock,
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## not the tick count that this timer counts against).
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## Phase 20 may retune; keeping the name locked from day one per design.md.
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const BLEED_OUT_TICKS: int = 432000 # 6 in-game hours at 20 Hz
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## HP lost per sim tick per severity level.
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## Severity 1: 0.05 / tick. Severity 3: 0.15 / tick.
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## At severity 3, 100 HP → 0 in 100 / 0.15 = ~667 ticks ≈ 33 sim-seconds at 1×.
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## At Fast (5×) real time: ~7 s. Tune Phase 20.
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const BLEED_HP_PER_TICK: float = 0.05
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## Returns a Bleeding status at the given severity (1–3).
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## Severity is clamped to [1, 3]. Lifetime is PERSISTENT — cleared by doctor
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## treatment, not by time expiry.
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static func bleeding(severity: int = 1) -> Status:
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var s := Status.new()
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s.id = &"bleeding"
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s.kind = Status.Kind.BLEEDING
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s.label = "Bleeding"
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s.severity = clampi(severity, 1, 3)
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s.max_severity = 3
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s.lifetime = Status.Lifetime.PERSISTENT
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return s
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## Returns a Downed status.
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## Downed has severity 1 (single-instance — you're either down or you're not).
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## Cleared externally by Pawn._check_revive() when HP rises to HP_REVIVE_THRESHOLD.
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static func downed() -> Status:
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var s := Status.new()
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s.id = &"downed"
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s.kind = Status.Kind.DOWNED
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s.label = "Downed"
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s.severity = 1
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s.max_severity = 1
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s.lifetime = Status.Lifetime.PERSISTENT
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return s
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## Returns a Wet status at the given severity (1 = Damp, 2 = Soaked).
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## Severity is clamped to [1, WET_SOAKED_LEVEL]. Lifetime is PERSISTENT —
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## cleared (or severity-adjusted) by Pawn._sync_wet_status() based on accumulator.
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## The accumulator thresholds WET_DAMP_THRESHOLD / WET_SOAKED_THRESHOLD drive
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## which severity the pawn is in; this factory just stamps the initial value.
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static func wet(severity: int = WET_DAMP_LEVEL) -> Status:
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var s := Status.new()
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s.id = &"wet"
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s.kind = Status.Kind.WET
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s.label = "Wet"
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s.severity = clampi(severity, WET_DAMP_LEVEL, WET_SOAKED_LEVEL)
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s.max_severity = WET_SOAKED_LEVEL
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s.lifetime = Status.Lifetime.PERSISTENT
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return s
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## Returns a Cold status at the given severity (1 = Cold, 2 = Very Cold, 3 = Freezing).
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## Severity is clamped to [1, 3]. Lifetime is PERSISTENT —
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## cleared (or severity-adjusted) by Pawn._sync_cold_status() based on accumulator.
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static func cold(severity: int = 1) -> Status:
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var s := Status.new()
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s.id = &"cold"
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s.kind = Status.Kind.COLD
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s.label = "Cold"
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s.severity = clampi(severity, 1, 3)
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s.max_severity = 3
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s.lifetime = Status.Lifetime.PERSISTENT
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return s
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