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>
74 lines
2.9 KiB
GDScript
74 lines
2.9 KiB
GDScript
class_name Recipe extends RefCounted
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## A recipe describes one production step: what raw material goes in, what
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## product comes out, how long it takes, and what skill is required.
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##
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## Phase 6 ships single-ingredient / single-output recipes. Multi-input is
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## a Phase 7+ expansion — the dict seam in to_dict/from_dict already uses
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## the same key names as the full architecture.md spec so no migration is needed.
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##
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## Save/load contract:
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## var r2 := Recipe.from_dict(r.to_dict())
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## assert(r2.id == r.id and r2.work_ticks == r.work_ticks)
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const SKILL_CRAFTING: StringName = &"crafting"
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const SKILL_COOKING: StringName = &"cooking"
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## Unique identifier — e.g. &"plank", &"stone_block", &"basic_meal".
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var id: StringName = &""
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## Item type consumed by this recipe (single-ingredient for Phase 6).
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var ingredient_type: StringName = &""
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## Phase 14 — optional secondary ingredient. Empty string = no secondary.
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## CraftingProvider Phase 14 follow-up: enforce pickup of ingredient2 before
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## assigning a pawn to this bill (currently stub — only ingredient_type enforced).
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var ingredient2_type: StringName = &""
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var ingredient2_count: int = 0
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## Item type produced by this recipe.
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var output_type: StringName = &""
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## Sim ticks needed at 1× skill (no pawn modifier applied here).
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var work_ticks: int = 100
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## Which skill governs this recipe's quality roll and speed.
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var required_skill: StringName = SKILL_CRAFTING
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## Pawn's skill level must be >= this to be assigned this bill.
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## Per design.md: skills modify duration and quality, never permission — so
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## this threshold defaults to 0 (no gate); bill UI lets the player raise it.
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var skill_threshold: int = 0
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## Human-readable label for Audit logs and (later) bill UI. Not i18n'd here;
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## call Strings.t("item." + id) for player-visible text.
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var label: String = ""
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# ── save / load ───────────────────────────────────────────────────────────────
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func to_dict() -> Dictionary:
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return {
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"id": String(id),
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"ingredient_type": String(ingredient_type),
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"ingredient2_type": String(ingredient2_type),
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"ingredient2_count": ingredient2_count,
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"output_type": String(output_type),
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"work_ticks": work_ticks,
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"required_skill": String(required_skill),
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"skill_threshold": skill_threshold,
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"label": label,
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}
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static func from_dict(d: Dictionary) -> Recipe:
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var r := Recipe.new()
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r.id = StringName(d.get("id", ""))
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r.ingredient_type = StringName(d.get("ingredient_type", ""))
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r.ingredient2_type = StringName(d.get("ingredient2_type", ""))
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r.ingredient2_count = int(d.get("ingredient2_count", 0))
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r.output_type = StringName(d.get("output_type", ""))
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r.work_ticks = int(d.get("work_ticks", 100))
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r.required_skill = StringName(d.get("required_skill", str(SKILL_CRAFTING)))
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r.skill_threshold = int(d.get("skill_threshold", 0))
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r.label = str(d.get("label", ""))
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return r
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