rimlike/scenes/world/storage_destination.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

85 lines
3.5 KiB
GDScript

class_name StorageDestination extends Node2D
## Abstract base for all item-storage destinations (floor stockpile zones,
## containers, etc.). Hauling AI treats all subclasses as a unified candidate
## pool via this interface.
##
## StorageDestination extends Node2D (not Node) so subclasses can implement
## _draw() for priority-tinted overlays without a separate CanvasItem child.
##
## Subclasses MUST override: accepts(), find_drop_position(), covers_tile().
## Subclasses SHOULD call World.register_stockpile(self) in _ready() and
## World.unregister_stockpile(self) in _exit_tree().
##
## See docs/architecture.md "Storage destinations: a unified concept".
## Five priority levels matching Rimworld semantics (design.md Priorities).
## Lower enum int = higher priority (CRITICAL = 0 pulls before LOW = 4).
## Priority.OFF = no hauling in or out; invisible to HaulingProvider.
enum Priority {
CRITICAL = 0,
HIGH = 1,
NORMAL = 2,
LOW = 3,
OFF = 4,
}
## Priority determines whether haulers will fill this destination and whether
## items here will be re-hauled upward to a higher-priority destination.
@export var priority: Priority = Priority.NORMAL
## Item types this destination accepts. Empty array = wildcard (accepts all).
## Each entry is a StringName matching Item.TYPE_* constants (e.g. &"wood").
@export var accepted_types: Array[StringName] = []
## Emitted when items are registered or unregistered with this destination,
## so interested parties (UI, re-scan logic) can react without polling.
signal contents_changed
# ── abstract interface — subclasses must override ────────────────────────────
## Returns true if this destination currently accepts `item` (filter + priority
## check + any capacity logic owned by the subclass).
func accepts(item) -> bool:
push_error("StorageDestination.accepts: '%s' must override this method" % name)
return false
## Returns a tile coordinate inside this destination where `item` can be
## placed (filter-pass AND the tile is not already occupied by another item).
## Returns Vector2i(-1, -1) when no slot is available.
func find_drop_position(item) -> Vector2i:
push_error("StorageDestination.find_drop_position: '%s' must override this method" % name)
return Vector2i(-1, -1)
## Returns true if `tile` falls inside this destination's region.
## Used by HaulingProvider to find which destination currently holds an item.
func covers_tile(tile: Vector2i) -> bool:
push_error("StorageDestination.covers_tile: '%s' must override this method" % name)
return false
# ── shared helper ────────────────────────────────────────────────────────────
## Priority-and-filter gate, shared by all subclasses.
## Returns false when OFF or when the item's type is not in accepted_types.
## accepted_types.is_empty() is the wildcard "accept any type" case.
## Resolves item_type defensively — Corpse entities expose get_item_type()
## rather than a plain .item_type property; both are handled here.
func _filter_accepts(item) -> bool:
if priority == Priority.OFF:
return false
if accepted_types.is_empty():
return true
# Resolve the type string defensively: prefer .item_type property, fall back
# to get_item_type() for Corpse entities (Phase 14).
var type: StringName
var t = item.get("item_type")
if t != null:
type = t
elif item.has_method("get_item_type"):
type = item.get_item_type()
else:
return false
return type in accepted_types