rimlike/autoload
megaproxy 413054157a Distinct icons for wheat / corn / potato / strawberry harvests
Wheat + corn both produce TYPE_GRAIN; potato + strawberry both produce
TYPE_VEGETABLE. Until now they rendered identically (yellow stalks for
both grains, green-leafed root for both vegetables) since shape was
driven by item_type alone.

Added an Item.subtype field that carries the origin crop_kind through
harvest. draw_item_shape dispatches on subtype FIRST then falls back
to item_type — so storage filters (which match on item_type) still
treat wheat+corn as one Grain category and potato+strawberry as one
Vegetable category, but the visuals are now distinct.

New procedural shapes:
- wheat: 3 yellow stalks with grain-heads (same as existing grain)
- corn: yellow cob with kernel dots wrapped in green husk leaves
- potato: 2 brown overlapping lumps with sprout-eye dots
- strawberry: red heart-shape body with green calyx + yellow seeds

Crop.on_harvest_tick assigns subtype = crop_kind on spawn.
SaveSystem._spawn_item now round-trips subtype through saves.
Pawn carry indicator + Item._draw both pass subtype to draw_item_shape.
2026-05-16 15:52:31 +01:00
..
audio.gd Phase 18 — Audio (music director + SFX catalog + bus wiring) 2026-05-15 18:54:36 +01:00
audio.gd.uid Phase 18 — Audio (music director + SFX catalog + bus wiring) 2026-05-15 18:54:36 +01:00
audit.gd Phase 0 scaffold + asset audit findings 2026-05-10 20:09:11 +01:00
audit.gd.uid Make main scene root Node2D so editor defaults to 2D view 2026-05-10 20:19:09 +01:00
autosave.gd Phase 16: Save/load full coverage + autosave + UI 2026-05-11 19:24:59 +01:00
autosave.gd.uid Phase 16: Save/load full coverage + autosave + UI 2026-05-11 19:24:59 +01:00
clock.gd Phase 17: Touch UX (PawnDetail+BuildDrawer+WorkMatrix+AlertsLog+Settings) 2026-05-11 19:45:35 +01:00
clock.gd.uid Phase 11 — Day/night cycle + Lighting (taken before Phase 9 per recommendation) 2026-05-11 15:54:15 +01:00
event_bus.gd Workbench bill editor — tap a workbench, see/edit bills 2026-05-16 00:29:46 +01:00
event_bus.gd.uid Make main scene root Node2D so editor defaults to 2D view 2026-05-10 20:19:09 +01:00
game_state.gd Phase 17: Touch UX (PawnDetail+BuildDrawer+WorkMatrix+AlertsLog+Settings) 2026-05-11 19:45:35 +01:00
game_state.gd.uid Make main scene root Node2D so editor defaults to 2D view 2026-05-10 20:19:09 +01:00
save_system.gd Distinct icons for wheat / corn / potato / strawberry harvests 2026-05-16 15:52:31 +01:00
save_system.gd.uid Make main scene root Node2D so editor defaults to 2D view 2026-05-10 20:19:09 +01:00
sim.gd Phase 1 — 80² world, 6-layer TileMap, camera rig, tick loop, speed UI 2026-05-10 20:37:02 +01:00
sim.gd.uid Make main scene root Node2D so editor defaults to 2D view 2026-05-10 20:19:09 +01:00
storyteller.gd Storyteller: restore sim speed after auto_pause event dismissal 2026-05-12 12:17:15 +01:00
storyteller.gd.uid Phase 15: Storyteller (25 events, daily roll, banner+modal UI) 2026-05-11 19:01:35 +01:00
strings.gd Workbench bill editor — tap a workbench, see/edit bills 2026-05-16 00:29:46 +01:00
strings.gd.uid Make main scene root Node2D so editor defaults to 2D view 2026-05-10 20:19:09 +01:00
weather.gd Phase 12: Seasons + Weather (rolls, rain, storm, wet/cold) 2026-05-11 16:39:34 +01:00
weather.gd.uid Phase 12: Seasons + Weather (rolls, rain, storm, wet/cold) 2026-05-11 16:39:34 +01:00
world.gd Workbench bill editor — tap a workbench, see/edit bills 2026-05-16 00:29:46 +01:00
world.gd.uid Make main scene root Node2D so editor defaults to 2D view 2026-05-10 20:19:09 +01:00