Stone, iron ore, gold, wood, plank now render as ElvGames FG_Abandoned_Mines sprites instead of hue-hashed coloured squares. Other types fall back to the procedural square; quality border + stack count badge are layered on top of whichever base renders. Atlas coords picked from /tmp/item_finals.png + /tmp/wood_plank_alts.png: stone (5, 33) rock cluster with stone chunks iron_ore (9, 33) rock with silver chunks gold (13, 33) rock with gold chunks wood (20, 13) chunky brown log pile plank (28, 18) horizontal-grain plank stack Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
237 lines
9.6 KiB
GDScript
237 lines
9.6 KiB
GDScript
## Dropped item entity — a single stack of one item type lying on the world floor.
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##
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## Render model:
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## For types in _ITEM_SPRITES (stone, wood, plank, iron_ore, gold, …) a Sprite2D
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## child draws the ElvGames icon. For all other types _draw() falls back to a
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## hue-hashed coloured square — the original Phase 4 placeholder kept around
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## for the long tail of items (cloth, meals, corpses, ash, etc.).
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## Quality border + stack-count badge are always drawn procedurally on top of
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## whichever base layer renders, so the sprite swap is purely additive.
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##
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## Item type constants mirror the 16 filter chips in docs/design.md. They are
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## used by StockpileZone filter bitmasks and pawn-carry typing.
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##
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## World registration (World.register_item / World.unregister_item) is called
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## here but the methods land in World during Opus integration. The script will
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## parse cleanly; the call will fail at runtime until then.
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class_name Item extends Node2D
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const TILE_SIZE_PX: int = 16
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## ElvGames FG_Abandoned_Mines icons used for the most-spawned item types.
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## Picked in the 2026-05-12 visual pass — see /tmp/item_finals.png for the
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## side-by-side that produced these atlas coords. Other types still fall back
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## to the procedural hue-hashed square in _draw().
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const _MINES_TEX: Texture2D = preload("res://art/tiles/FG_Abandoned_Mines.png")
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const _ITEM_SPRITES: Dictionary = {
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&"stone": {"tex": _MINES_TEX, "coord": Vector2i(5, 33)},
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&"iron_ore": {"tex": _MINES_TEX, "coord": Vector2i(9, 33)},
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&"gold": {"tex": _MINES_TEX, "coord": Vector2i(13, 33)},
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&"wood": {"tex": _MINES_TEX, "coord": Vector2i(20, 13)},
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&"plank": {"tex": _MINES_TEX, "coord": Vector2i(28, 18)},
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}
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# ── canonical type registry — matches docs/design.md "16 filter chips" ───────
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const TYPE_WOOD: StringName = &"wood" # Wd
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const TYPE_STONE: StringName = &"stone" # St
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const TYPE_IRON_ORE: StringName = &"iron_ore" # Ir
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const TYPE_COPPER_ORE: StringName = &"copper_ore" # Cu
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const TYPE_SILVER: StringName = &"silver" # Ag
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const TYPE_GOLD: StringName = &"gold" # Au
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const TYPE_CLOTH: StringName = &"cloth" # Cl
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const TYPE_VEGETABLE: StringName = &"vegetable" # Veg
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const TYPE_MEAT: StringName = &"meat" # Mt
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const TYPE_GRAIN: StringName = &"grain" # Gr
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const TYPE_MEAL: StringName = &"meal" # Ck (cooked)
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const TYPE_MEDICINE: StringName = &"medicine" # Md
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const TYPE_TOOL: StringName = &"tool" # Tl
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const TYPE_WEAPON: StringName = &"weapon" # Wp
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const TYPE_ARMOR: StringName = &"armor" # Ar
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const TYPE_CORPSE: StringName = &"corpse" # Co
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# Phase 6 — intermediate crafted goods (carpenter bench + smelter outputs).
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const TYPE_PLANK: StringName = &"plank"
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const TYPE_STONE_BLOCK: StringName = &"stone_block"
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# Phase 7 — cooking chain. Grain → Flour (millstone) → Bread (hearth).
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# TYPE_MEAL (&"meal") is the generic cooked-dish output and already lives above
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# in the 16-chip base set.
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const TYPE_FLOUR: StringName = &"flour"
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const TYPE_BREAD: StringName = &"bread"
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# Phase 14 — cremation output. One ash item drops per cremated corpse.
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const TYPE_ASH: StringName = &"ash"
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const ALL_TYPES: Array[StringName] = [
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TYPE_WOOD, TYPE_STONE, TYPE_IRON_ORE, TYPE_COPPER_ORE,
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TYPE_SILVER, TYPE_GOLD, TYPE_CLOTH, TYPE_VEGETABLE,
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TYPE_MEAT, TYPE_GRAIN, TYPE_MEAL, TYPE_MEDICINE,
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TYPE_TOOL, TYPE_WEAPON, TYPE_ARMOR, TYPE_CORPSE,
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TYPE_PLANK, TYPE_STONE_BLOCK,
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TYPE_FLOUR, TYPE_BREAD,
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TYPE_ASH,
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]
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# ── quality system (docs/architecture.md "Quality system") ───────────────────
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# Rolled at craft-completion; stored per item; drives border colour in _draw().
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enum Quality { SHODDY, NORMAL, EXCELLENT, MASTERWORK, LEGENDARY }
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# ── state ────────────────────────────────────────────────────────────────────
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@export var item_type: StringName = TYPE_WOOD
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@export var stack_size: int = 1
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@export var quality: Quality = Quality.NORMAL
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var tile: Vector2i = Vector2i.ZERO
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## When true the on-floor visual is suppressed; the carrying pawn renders the
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## carry indicator instead.
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var being_carried: bool = false
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# ── lifecycle ─────────────────────────────────────────────────────────────────
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func _ready() -> void:
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position = _tile_to_world(tile)
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visible = not being_carried
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func _exit_tree() -> void:
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World.unregister_item(self)
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# ── public API ────────────────────────────────────────────────────────────────
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## One-shot initialiser called by the spawning code (Tree.fell, Rock.mined, etc.)
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## Sets all fields, syncs position, and registers with World.
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func setup(p_type: StringName, p_stack: int, p_tile: Vector2i) -> void:
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item_type = p_type
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stack_size = p_stack
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tile = p_tile
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position = _tile_to_world(tile)
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visible = not being_carried
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_build_sprite()
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queue_redraw()
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World.register_item(self)
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Audit.log("item", "spawned %s×%d at %s" % [item_type, stack_size, tile])
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## Hide/show the on-floor sprite when the pawn picks up or drops this item.
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func set_being_carried(value: bool) -> void:
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being_carried = value
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visible = not being_carried
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## Build the Sprite2D child for item_type, if a tileset icon is registered.
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## Idempotent: re-running drops the previous sprite first. Types without an
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## entry in _ITEM_SPRITES render via the procedural fallback in _draw().
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func _build_sprite() -> void:
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var prev := get_node_or_null("Sprite")
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if prev != null:
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prev.queue_free()
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var data = _ITEM_SPRITES.get(item_type)
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if data == null:
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return
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var sprite := Sprite2D.new()
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sprite.name = "Sprite"
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sprite.texture = data["tex"]
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sprite.region_enabled = true
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var coord: Vector2i = data["coord"]
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sprite.region_rect = Rect2(coord.x * TILE_SIZE_PX, coord.y * TILE_SIZE_PX, TILE_SIZE_PX, TILE_SIZE_PX)
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sprite.centered = true
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# Item position is the tile centre — Sprite2D centred at (0, 0) fills the
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# 16×16 cell exactly. No bottom-anchoring offset (items are flat on the floor).
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sprite.offset = Vector2.ZERO
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sprite.z_index = 0
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add_child(sprite)
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# ── save / load ───────────────────────────────────────────────────────────────
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func to_dict() -> Dictionary:
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return {
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"class_id": &"item",
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"type": String(item_type),
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"stack_size": stack_size,
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"tile_x": tile.x,
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"tile_y": tile.y,
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"quality": int(quality),
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}
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## Returns a plain Dictionary spec for World.load_items() to instantiate from.
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## Items cannot reconstruct themselves standalone — they need a parent in the
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## scene tree. World adds the node, then calls setup() from the returned dict.
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static func from_dict(d: Dictionary) -> Dictionary:
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return {
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"type": StringName(d.get("type", "wood")),
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"stack_size": int(d.get("stack_size", 1)),
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"tile_x": int(d.get("tile_x", 0)),
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"tile_y": int(d.get("tile_y", 0)),
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"quality": int(d.get("quality", Quality.NORMAL)),
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}
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# ── render ────────────────────────────────────────────────────────────────────
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func _draw() -> void:
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# Two render paths: types in _ITEM_SPRITES are painted by the Sprite2D child
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# (built in setup()) — _draw() then only adds the quality border + stack
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# count badge on top. Other types still use the procedural hue square so
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# stockpile filtering remains visually unique while we expand the sprite set.
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var has_sprite: bool = _ITEM_SPRITES.has(item_type)
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var half: int = 6 if not has_sprite else 8 # border hugs the 16×16 sprite
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var square := Rect2(Vector2(-half, -half), Vector2(half * 2, half * 2))
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if not has_sprite:
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var hue := float(item_type.hash() % 360) / 360.0
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var fill := Color.from_hsv(hue, 0.6, 0.85)
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draw_rect(square, fill)
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draw_rect(square, Color(0.0, 0.0, 0.0, 0.75), false, 1.0)
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# Quality border — drawn over the dark outline (or sprite), colour per quality tier.
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# NORMAL has no extra border.
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match quality:
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Quality.SHODDY:
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draw_rect(square, Color(0.40, 0.40, 0.40), false, 1.0)
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Quality.EXCELLENT:
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draw_rect(square, Color(0.20, 0.55, 0.95), false, 1.0)
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Quality.MASTERWORK:
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draw_rect(square, Color(0.85, 0.55, 0.10), false, 1.0)
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Quality.LEGENDARY:
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draw_rect(square, Color(0.85, 0.10, 0.80), false, 2.0)
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_:
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pass # NORMAL — no extra border
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# Stack count badge — bottom-right corner of the square, font_size 7.
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if stack_size > 1:
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var label := Strings.t(&"item.stack_count").format({"n": stack_size})
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draw_string(
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ThemeDB.fallback_font,
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Vector2(half - 1, half - 1),
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label,
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HORIZONTAL_ALIGNMENT_RIGHT,
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-1,
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7,
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Color(0.0, 0.0, 0.0, 0.6) # drop-shadow offset below
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)
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draw_string(
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ThemeDB.fallback_font,
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Vector2(half - 2, half - 2),
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label,
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HORIZONTAL_ALIGNMENT_RIGHT,
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-1,
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7,
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Color(1.0, 1.0, 1.0, 1.0)
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)
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# ── helpers ───────────────────────────────────────────────────────────────────
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func _tile_to_world(t: Vector2i) -> Vector2:
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return Vector2(
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t.x * TILE_SIZE_PX + TILE_SIZE_PX / 2.0,
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t.y * TILE_SIZE_PX + TILE_SIZE_PX / 2.0
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)
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