Three-agent fan-out reusing the contracts-first pattern: Opus pre-wrote
World.clear_all + 4 EventBus signals (save_started/finished, load_started/
finished) before dispatch. Pattern proven across Phases 12/13/14/15/16.
Entity to_dict/from_dict + class_id tagging (Agent A):
- class_id tag added to all 18 entity to_dict methods for loader routing
- Missing pairs filled in: wolf, grave_slot, graveyard_zone, stockpile_zone,
crate (from_dict). All defensive with d.get(field, default).
- Workbench round-trips label_text so Carpenter/Smelter/Millstone/Hearth/
Pyre kinds survive reload
- BeautySystem + DirtinessSystem save_dict/apply_dict for sparse maps
- World.save_tilemap_layers / apply_tilemap_layers covering 5 layers
(Terrain/Floor/Wall/Designation/Roof; Fog runtime-only skipped)
SaveSystem v2 rewrite (Agent B):
- SAVE_VERSION bumped from 1 to 2
- write_save(slot) pauses Sim, emits save_started, collects every entity
via _collect_entities iterating all World registries, writes payload to
user://save_<slot>.json
- apply_save full rewrite: pause sim → emit load_started → World.clear_all
→ apply autoloads (GameState/Clock/Weather/Storyteller) → apply tilemap
layers → iterate payload.entities and dispatch to per-class factories
→ apply beauty/dirt maps → emit load_finished(slot, ok, real_seconds_away)
- Per-class factory registry: 18 class_ids dispatched to setup+add_child+
from_dict patterns. CremationPyre detected via workbench.label_text == 'Pyre'
- Public slot API: save_to_slot/load_from_slot/has_save/delete_save/
peek_save_metadata. Slots locked: &manual + &autosave
Autosave + UI + Resume toast (Agent C):
- autoload/autosave.gd — new Autosave autoload. Periodic every
AUTOSAVE_INTERVAL_TICKS = 6000 (~5 in-game min at 20 Hz) + NOTIFICATION_
APPLICATION_PAUSED (mobile) + NOTIFICATION_WM_WINDOW_FOCUS_OUT (desktop).
Gated by _busy flag tied to EventBus.save_started/save_finished.
- TopBar extended with SaveBtn (💾) + LoadBtn buttons, 48×48 min hit area
- scenes/ui/load_menu.gd — CanvasLayer slot picker. Reads peek_save_metadata
to show 'Manual save (Date Time)' / 'Autosave (Date Time)' rows.
Version-mismatch warning dialog before continuing on older saves.
- scenes/ui/resume_toast.gd — top-center toast. On load_finished(ok=true):
'Welcome back — N minutes/hours away' for 5s + 0.8s fade.
On ok=false: 'Load failed (corrupt or version mismatch)'.
- Strings catalog: 14 new keys (ui.save / ui.load / ui.welcome_back_* /
ui.load_failed etc.)
- main.gd mounts LoadMenu + ResumeToast as runtime CanvasLayer children
MCP runtime verified:
- Saved at tick 1137 → [save] wrote slot 'manual': 113 entities at tick 1137
- Advanced sim to tick 4600 at ULTRA speed (different state)
- load_from_slot(&manual) → [save] applied slot 'manual': 113 entities,
0 errors, tick=1137, away=34s
- post-load: Sim.tick=1137 (restored), pawns alive=3, all furniture +
workbenches + crops + walls + floors back in place
- Resume toast fires: [resume_toast] showing — ok=true seconds_away=34
- Autosave on focus-loss verified: [autosave] focus-loss → wrote autosave
- Screenshot shows TopBar with Save + Load buttons + post-load Lone Wolf
storyteller modal from fresh dawn roll
Known acceptable gaps (deferred to Phase 20 tuning):
- Pawn JobRunner mid-INTERACT/mid-BUILD restarts from toil 0 on reload
(walk toil round-trips; multi-step interact does not). Pawns lose a few
seconds of work.
- Workbench bill mid-craft fetch state isn't fully serialized.
- Wolf.target_pawn re-resolution from name string is Agent A's documented
pattern; Agent B's apply_save respects pawn-restoration ordering so the
resolution works after pawns are back.
Delegation: 3× gdscript-refactor (Sonnet) agents in parallel; integration
+ MCP verify on Opus.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
105 lines
3.9 KiB
GDScript
105 lines
3.9 KiB
GDScript
class_name GraveMarker extends Node2D
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## Phase 14 — permanent grave marker entity. Spawned by GraveSlot.accept_corpse()
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## when a corpse is buried. Carries the deceased's identity for the tap-to-inspect
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## UI (Phase 17).
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##
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## Visual: procedural 16×16 stone cross / gravestone (dark grey palette).
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##
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## Registered with World.register_grave_marker on _ready; unregistered on
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## _exit_tree (should never happen in normal play — markers persist for the save).
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##
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## Save round-trip: to_dict() / from_dict() for Phase 16. The world scene's
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## save handler iterates World.grave_markers.
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##
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## See docs/implementation.md Phase 14 "GraveMarker".
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const TILE_SIZE_PX: int = 16
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## Tile position — set once at spawn, never changed.
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@export var tile: Vector2i = Vector2i.ZERO
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## Deceased identity — mirrored from the Corpse at burial time.
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@export var deceased_name: String = ""
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@export var deceased_portrait_color: Color = Color(0.70, 0.60, 0.55)
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## Cause of death, carried from Corpse.death_cause.
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@export var death_cause: StringName = &""
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## Sim tick at death (from Corpse.death_tick — NOT the burial tick).
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@export var death_tick: int = 0
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func _ready() -> void:
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World.register_grave_marker(self)
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z_index = 2 # above floors, below pawns
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func _exit_tree() -> void:
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World.unregister_grave_marker(self)
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## One-shot initialiser. Call after add_child() — _ready() fires first.
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func setup(p_tile: Vector2i, p_name: String, p_color: Color, p_cause: StringName, p_death_tick: int) -> void:
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tile = p_tile
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global_position = Vector2(tile.x * TILE_SIZE_PX + TILE_SIZE_PX / 2.0,
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tile.y * TILE_SIZE_PX + TILE_SIZE_PX)
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deceased_name = p_name
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deceased_portrait_color = p_color
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death_cause = p_cause
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death_tick = p_death_tick
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queue_redraw()
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Audit.log("grave_marker", "placed at %s for '%s' (cause=%s)" % [tile, deceased_name, death_cause])
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# ── visual: procedural gravestone + cross ─────────────────────────────────────
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func _draw() -> void:
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# Stone base: dark grey rectangular slab, bottom-anchored like walls.
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# Local origin is at tile bottom-centre (matching Wall._draw convention).
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var stone_base := Color(0.45, 0.44, 0.42)
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var stone_dark := Color(0.30, 0.29, 0.27)
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var stone_light := Color(0.62, 0.60, 0.58)
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var cross_col := Color(0.25, 0.24, 0.22)
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# Main slab — 10 px wide × 12 px tall, bottom-anchored in the 16×16 cell.
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draw_rect(Rect2(-5.0, -13.0, 10.0, 13.0), stone_base)
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# Rounded top hint — just a lighter top strip.
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draw_rect(Rect2(-5.0, -13.0, 10.0, 3.0), stone_light)
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# Left shadow edge.
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draw_line(Vector2(-5.0, -13.0), Vector2(-5.0, 0.0), stone_dark, 1.0)
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# Cross etched on the slab face: vertical + horizontal bar.
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draw_line(Vector2(0.0, -11.0), Vector2(0.0, -3.0), cross_col, 1.5)
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draw_line(Vector2(-3.0, -9.0), Vector2(3.0, -9.0), cross_col, 1.5)
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# Outline.
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draw_rect(Rect2(-5.0, -13.0, 10.0, 13.0), stone_dark, false, 1.0)
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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": &"grave_marker",
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"tile_x": tile.x,
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"tile_y": tile.y,
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"name": deceased_name,
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"color_r": deceased_portrait_color.r,
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"color_g": deceased_portrait_color.g,
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"color_b": deceased_portrait_color.b,
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"cause": String(death_cause),
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"death_tick": death_tick,
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}
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func from_dict(d: Dictionary) -> void:
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tile = Vector2i(int(d.get("tile_x", 0)), int(d.get("tile_y", 0)))
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global_position = Vector2(tile.x * TILE_SIZE_PX + TILE_SIZE_PX / 2.0,
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tile.y * TILE_SIZE_PX + TILE_SIZE_PX)
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deceased_name = d.get("name", "")
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deceased_portrait_color = Color(
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d.get("color_r", 0.70),
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d.get("color_g", 0.60),
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d.get("color_b", 0.55)
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)
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death_cause = StringName(d.get("cause", ""))
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death_tick = int(d.get("death_tick", 0))
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queue_redraw()
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