rimlike/scenes/world/designation.gd
megaproxy 67ec2cce7f Phase 14: Death + Corpses + Burial + Cremation
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>
2026-05-11 18:48:15 +01:00

193 lines
7.5 KiB
GDScript

extends Node
class_name Designation
## Phase 5 — Designation paint mode.
##
## Captures mouse input to drag-paint ghost tiles on Layer 3 (designation_layer)
## of the world TileMap. Each new cell painted emits EventBus.designation_added;
## removing a ghost emits EventBus.designation_cleared.
##
## Integrates with Selection: raises Selection.designation_active while a non-none
## tool is active so Selection does not also process those clicks.
##
## Opus wires the node into world.tscn and calls bind() + set_active_tool() from
## the build-drawer UI.
# ── tool constants ───────────────────────────────────────────────────────────
const TOOL_NONE: StringName = &"none"
const TOOL_BUILD_WALL: StringName = &"build_wall"
const TOOL_BUILD_FLOOR: StringName = &"build_floor"
const TOOL_BUILD_DOOR: StringName = &"build_door"
# Phase 13 — no-roof designation: painted tiles become courtyards; RoomDetector
# excludes them from auto-roofing. Calls World.toggle_no_roof_at() on apply.
const TOOL_NO_ROOF: StringName = &"no_roof"
# Phase 14 — graveyard zone paint: marks a region as a corpse-only storage zone.
const TOOL_GRAVEYARD: StringName = &"graveyard"
# Phase 14 — dig grave: queues a GraveSlot build job at the painted tile.
const TOOL_DIG_GRAVE: StringName = &"dig_grave"
# Atlas coords on the shared placeholder tileset (source 0).
# build_wall → stone-grey (2, 0); build_floor → dirt-brown (1, 0).
# build_door → dark stone (3, 0) so the ghost reads visually distinct from walls.
# no_roof → grass (0, 0) with the designation layer modulate tinting it visibly.
# graveyard / dig_grave → dirt-brown (1, 0); modulate tints these dark brown.
const _ATLAS_BY_TOOL: Dictionary = {
&"build_wall": Vector2i(2, 0),
&"build_floor": Vector2i(1, 0),
&"build_door": Vector2i(3, 0),
&"no_roof": Vector2i(0, 0),
&"graveyard": Vector2i(1, 0),
&"dig_grave": Vector2i(1, 0),
}
# Placeholder source ID — mirrors World.PLACEHOLDER_SOURCE_ID.
const _SOURCE_ID: int = 0
# Tile-size in pixels — mirrors World.TILE_SIZE_PX.
const _TILE_SIZE_PX: float = 16.0
# ── signals ──────────────────────────────────────────────────────────────────
signal designation_added(cell: Vector2i, tool: StringName)
signal designation_cleared(cell: Vector2i)
# ── state ────────────────────────────────────────────────────────────────────
var _tool: StringName = TOOL_NONE
var _paint_layer: TileMapLayer = null
var _selection: Selection = null # optional; raised/lowered for input hand-off
# cell → tool that placed the ghost.
var _painted: Dictionary = {} # Dictionary[Vector2i, StringName]
# Stroke deduplication — cells touched in the current mouse-down session.
var _stroke_cells: Dictionary = {} # Dictionary[Vector2i, bool]
var _stroke_active: bool = false
# ── public API ───────────────────────────────────────────────────────────────
## Call once from World._ready() with the TileMapLayer at index 3 (Designation)
## and the sibling Selection node.
func bind(paint_layer: TileMapLayer, selection: Selection = null) -> void:
assert(paint_layer != null, "Designation.bind: paint_layer is null")
_paint_layer = paint_layer
_selection = selection
## Activate a paint tool. Pass TOOL_NONE to deactivate.
func set_active_tool(tool: StringName) -> void:
assert(
tool in [TOOL_NONE, TOOL_BUILD_WALL, TOOL_BUILD_FLOOR, TOOL_BUILD_DOOR,
TOOL_NO_ROOF, TOOL_GRAVEYARD, TOOL_DIG_GRAVE],
"Designation.set_active_tool: unknown tool '%s'" % tool
)
_tool = tool
_stroke_active = false
_stroke_cells.clear()
_sync_selection_flag()
if tool == TOOL_NONE:
Audit.log("designation", "tool deactivated")
else:
Audit.log("designation", "tool set to '%s'" % tool)
func active_tool() -> StringName:
return _tool
## Remove the ghost for a single cell and emit designation_cleared.
func clear_cell(cell: Vector2i) -> void:
if not _painted.has(cell):
return
_painted.erase(cell)
if _paint_layer != null:
_paint_layer.erase_cell(cell)
designation_cleared.emit(cell)
EventBus.designation_cleared.emit(cell)
Audit.log("designation", "cleared cell %s" % cell)
## Returns all cells that currently have an active ghost.
func cells() -> Array[Vector2i]:
var result: Array[Vector2i] = []
for c: Vector2i in _painted.keys():
result.append(c)
return result
# ── input ────────────────────────────────────────────────────────────────────
func _unhandled_input(event: InputEvent) -> void:
if _tool == TOOL_NONE or _paint_layer == null:
return
if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT:
if event.pressed:
_stroke_active = true
_stroke_cells.clear()
_paint_at_screen(event.position)
else:
_stroke_active = false
_stroke_cells.clear()
get_viewport().set_input_as_handled()
return
if event is InputEventMouseMotion and _stroke_active:
_paint_at_screen(event.position)
get_viewport().set_input_as_handled()
# ── helpers ──────────────────────────────────────────────────────────────────
func _paint_at_screen(screen_pos: Vector2) -> void:
var world_pos: Vector2 = get_viewport().get_canvas_transform().affine_inverse() * screen_pos
var cell := Vector2i(
floori(world_pos.x / _TILE_SIZE_PX),
floori(world_pos.y / _TILE_SIZE_PX),
)
# Deduplication within the current stroke.
if _stroke_cells.has(cell):
return
_stroke_cells[cell] = true
# Don't re-paint the same tool over itself.
if _painted.get(cell) == _tool:
return
_apply_ghost(cell)
func _apply_ghost(cell: Vector2i) -> void:
var atlas_coord: Vector2i = _ATLAS_BY_TOOL.get(_tool, Vector2i(2, 0))
_paint_layer.set_cell(cell, _SOURCE_ID, atlas_coord)
_painted[cell] = _tool
# Modulate the whole paint layer based on whether this cell is placeable.
# Phase 5 simplification: validity applies globally to the layer.
var ok: bool = _cell_is_placeable(cell)
_paint_layer.modulate = Color(0.4, 1.0, 0.4, 0.7) if ok else Color(1.0, 0.4, 0.4, 0.7)
# Phase 13 — no-roof tool: toggle the tile in World.no_roof_cells and
# trigger an immediate room recompute. No build job is queued.
if _tool == TOOL_NO_ROOF:
World.toggle_no_roof_at(cell)
Audit.log("designation", "no_roof toggled at %s" % cell)
return
designation_added.emit(cell, _tool)
EventBus.designation_added.emit(cell, _tool)
Audit.log("designation", "painted %s at %s (placeable=%s)" % [_tool, cell, ok])
func _cell_is_placeable(cell: Vector2i) -> bool:
# For Phase 5: a cell is placeable for build_wall if it is currently walkable
# (no wall present), and for build_floor if it is walkable. Items-on-tile
# check is deferred to Phase 5 BuildJob validation; we only gate on geometry here.
if World.pathfinder == null:
return true
return World.pathfinder.is_walkable(cell)
func _sync_selection_flag() -> void:
if _selection == null:
return
_selection.designation_active = (_tool != TOOL_NONE)