D: Workbench._last_consumed_ingredient transient field captures the carried item before queue_free so cremation_pyre.on_craft_complete can emit corpse_cremated with the real ref. Falls back to proximity scan. Pawn._on_corpse_cremated null-guarded. E: removed redundant r.ingredient_count = 0 from recipe_catalog. Field kept on Recipe for save round-trip compat; nothing reads it functionally. F: save_system._spawn_workbench simplified from 15 lines to 6 — let from_dict do all field restoration. Fixed workbench.from_dict to call _complete() instead of bare _completed=true, which was skipping light enable + beauty register + designation clear. Stale ingredient1/2 buffering comment in job_runner._tick_craft fixed. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
158 lines
7.1 KiB
GDScript
158 lines
7.1 KiB
GDScript
class_name CremationPyre extends Workbench
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## Phase 14 — Cremation pyre furniture.
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##
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## Subclasses Workbench to reuse the build + bill machinery. The pyre uses a
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## special `cremate_corpse` recipe that consumes a Corpse entity (hauled as
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## Item.TYPE_CORPSE by the crafting toil's pickup-ingredient step) and 5 wood,
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## producing 1 ash item dropped adjacent on completion.
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##
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## Variant appearance: label_text = "Pyre" triggers the _draw_pyre() branch
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## (overrides _draw() in Workbench). accepted_skill = "manual_labor" (any
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## laborer can cremate; no Crafting threshold needed).
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##
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## EventBus.corpse_cremated(corpse, pyre) is emitted on craft completion.
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## The Corpse node is queue_free'd after the signal fires.
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##
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## Stub gap (documented):
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## The existing single-ingredient Recipe supports one ingredient_type.
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## cremate_corpse needs 1 corpse + 5 wood. This is expressed via
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## ingredient2_type / ingredient2_count extended fields on Recipe
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## (added in Phase 14 — see recipe.gd). CraftingProvider's ingredient
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## pickup step must be updated to check ingredient2 before assigning a
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## pawn; until that update lands, the pyre will work as a single-ingredient
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## recipe (corpse-only) and the 5-wood secondary requirement is NOT enforced
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## at runtime. This is the documented Phase 14 Agent C stub gap.
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##
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## World registration: shares Workbench.register_workbench /
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## unregister_workbench (called by the parent's _ready / _exit_tree).
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## Override label so Workbench._complete() logs "Pyre built at …"
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## and _draw() dispatches to _draw_pyre().
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func _init() -> void:
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label_text = "Pyre"
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accepted_skill = &"manual_labor"
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func _ready() -> void:
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label_text = "Pyre"
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accepted_skill = &"manual_labor"
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super._ready()
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# Auto-populate a default FOREVER bill for the cremate_corpse recipe so
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# the pyre is immediately usable once built.
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var b := Bill.new()
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b.recipe = RecipeCatalog.cremate_corpse()
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b.mode = Bill.Mode.FOREVER
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bills.append(b)
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Audit.log("pyre", "CremationPyre ready at %s — bill added" % tile)
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# ── craft-cycle hook override ─────────────────────────────────────────────────
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## Called by JobRunner._tick_craft when a cremate_corpse craft completes.
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## Drops an ash item adjacent to the pyre, emits corpse_cremated, and frees
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## the Corpse entity that was consumed as an ingredient.
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##
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## The `pawn` argument is the pawn who completed the craft; used only for
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## the "cremated_friend" thought signal path in EventBus listeners.
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##
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## NOTE: The standard Workbench.on_craft_complete() is called by JobRunner
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## before this override runs (it clears current_bill / current_work_progress).
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## We override at the pyre level to inject the ash-drop + signal + corpse-free
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## after the base logic. JobRunner calls on_craft_complete() directly, so we
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## shadow it here.
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func on_craft_complete() -> void:
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# Base Workbench cleanup (clears current_bill, resets work progress).
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super.on_craft_complete()
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# Find the corpse that was hauled as ingredient. Prefer the transient
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# reference set by JobRunner (reliable regardless of corpse tile position);
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# fall back to proximity scan only if the field is somehow unset.
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var consumed_corpse = _last_consumed_ingredient if _last_consumed_ingredient != null \
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and is_instance_valid(_last_consumed_ingredient) \
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else _find_consumed_corpse()
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# Drop 1 ash item on an adjacent walkable tile (same pattern as
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# Tree.fell() / Workbench output drops elsewhere in Phase 6).
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var drop_tile := _pick_adjacent_drop_tile()
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if drop_tile != Vector2i(-1, -1):
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var ash := load("res://scenes/entities/item.tscn").instantiate()
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get_parent().add_child(ash)
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ash.setup(Item.TYPE_ASH, 1, drop_tile)
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Audit.log("pyre", "Pyre at %s: cremation complete — ash dropped at %s" % [tile, drop_tile])
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else:
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Audit.log("pyre", "Pyre at %s: cremation complete — no adjacent tile for ash drop" % tile)
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# Emit and clean up corpse.
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if consumed_corpse != null:
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Audit.log("pyre", "Pyre at %s: cremated '%s'" % [tile, consumed_corpse.deceased_name])
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EventBus.corpse_cremated.emit(consumed_corpse, self)
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consumed_corpse.queue_free()
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else:
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# Defensive: corpse may have already been freed by decay or another
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# system during the crafting window.
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Audit.log("pyre", "Pyre at %s: cremation complete but no corpse found (already freed?)" % tile)
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# ── render ─────────────────────────────────────────────────────────────────────
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## Override Workbench._draw() to dispatch to _draw_pyre() for the "Pyre" label.
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func _draw() -> void:
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var alpha: float = 1.0 if is_completed() else 0.4
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_draw_pyre(alpha)
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func _draw_pyre(alpha: float) -> void:
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# Simple log-pile silhouette: dark-brown stone base with orange ember
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# and ash-grey smoke wisps, suggesting an outdoor funeral pyre.
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var base_top := Color(0.30, 0.22, 0.12, alpha) # charred wood / dirt
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var base_front := Color(0.22, 0.15, 0.08, alpha)
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var ember := Color(0.95, 0.45, 0.10, alpha)
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var ash_grey := Color(0.70, 0.68, 0.65, alpha * 0.7)
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var outline := Color(0.12, 0.08, 0.04, 0.7 * alpha)
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# Top face — dark charred surface.
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draw_rect(Rect2(Vector2(-8.0, -16.0), Vector2(16.0, 5.0)), base_top)
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# Front face — very dark wood body.
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draw_rect(Rect2(Vector2(-8.0, -11.0), Vector2(16.0, 11.0)), base_front)
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# Ember glow — wide orange strip across the front, suggesting hot coals.
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draw_rect(Rect2(Vector2(-5.0, -4.0), Vector2(10.0, 3.0)), ember)
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# Smoke wisps — three thin vertical rects rising above the top face.
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draw_rect(Rect2(Vector2(-3.0, -18.0), Vector2(1.0, 3.0)), ash_grey)
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draw_rect(Rect2(Vector2(0.5, -19.0), Vector2(1.0, 4.0)), ash_grey)
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draw_rect(Rect2(Vector2(3.0, -17.0), Vector2(1.0, 2.0)), ash_grey)
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# Horizon line.
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draw_line(Vector2(-8.0, -11.0), Vector2(8.0, -11.0), base_top, 1.0)
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# Tile outline.
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draw_rect(Rect2(Vector2(-8.0, -16.0), Vector2(16.0, 16.0)), outline, false, 1.0)
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# ── helpers ───────────────────────────────────────────────────────────────────
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## Scan World.corpses for the nearest corpse within 2 tiles (the crafting toil
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## would have moved it to the pyre tile or an adjacent tile). Returns null if
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## none found.
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func _find_consumed_corpse():
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var best = null
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var best_d: int = 3 # max search radius
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for c in World.corpses:
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var d: int = abs(c.tile.x - tile.x) + abs(c.tile.y - tile.y)
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if d < best_d:
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best_d = d
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best = c
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return best
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## Return a walkable adjacent tile for the ash drop. Prefers the 4 cardinal
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## neighbours in a fixed priority order; falls back to the pyre's own tile if
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## all neighbours are blocked.
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func _pick_adjacent_drop_tile() -> Vector2i:
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var candidates: Array[Vector2i] = [
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tile + Vector2i(1, 0),
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tile + Vector2i(-1, 0),
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tile + Vector2i(0, 1),
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tile + Vector2i(0, -1),
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]
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for c in candidates:
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if World.pathfinder != null and World.pathfinder.is_walkable(c):
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return c
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return tile # fallback: drop on the pyre tile itself
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