Trees: 4 growth stages (Sapling→Young→Growing→Mature), only Mature yields wood. WildGrowth ticker fires every in-game hour; rejection- samples grass tiles and plants a sapling with ~30% probability (capped at MAP_TREE_LIMIT=60). New `paint_plant_tree` designation lets the player manually plant — ghost sapling registered as a build_site that ConstructionProvider fulfils. Stage round-trips through save/load. Initial seed mixes 4 saplings + 6 mature so growth is visible day 1. Quarry: new BigRockNode entity (2×2 permanent stone outcrop, never depletes). 3 nodes seeded far from cabin. New QuarryWorkbench (extends Workbench, auto-FOREVER `quarry_stone` bill, recipe drops 1 stone per 300 work-ticks). New `paint_quarry` designation only accepts BigRockNode tiles. CraftingProvider now supports recipes with `ingredient_count == 0` — skips ingredient-fetch and goes straight to walk+craft toils. Recipe gains `ingredient_count` field (defaults 0). Save/load layering: big_rock_node spawns at priority 0 (same as rock/tree), quarry_workbench at priority 2 (after the node). UI: Plant tree + Build quarry buttons added to Build drawer. build_drawer_thumb gains `plant_tree` (sapling sprout in dirt) and `paint_quarry` (stone block + chisel + cut-stone pile) shapes. inspect_tooltip recognises BigRockNode + shows tree growth stage on hover. Delegation: gdscript-refactor (Sonnet ×2) for trees full impl + quarry skeleton; quick-edit (Haiku) for CraftingProvider no-ingredient plumbing + TopBar polish; integration handled on Opus.
140 lines
5.6 KiB
GDScript
140 lines
5.6 KiB
GDScript
class_name BigRockNode extends Node2D
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## Permanent stone outcrop — a 2×2 immovable boulder that never depletes.
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##
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## BigRockNode marks its footprint impassable in the pathfinder and registers
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## itself with World so the designation system can locate it. A QuarryWorkbench
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## can be built on one of its tiles; external code sets is_quarry_site = true
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## and quarry_workbench once construction completes.
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##
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## Draw convention: position is stamped at the TOP-LEFT pixel corner of the
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## 2×2 footprint (tile * TILE_SIZE_PX). The visual centre of the 32×32 area
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## sits at local (16, 16), so all _draw_* helpers are centred there.
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##
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## Save/load: to_dict / from_dict round-trip tile + is_quarry_site.
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## The quarry_workbench reference is an entity pointer reconstructed by the
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## save layer (SaveSystem wires it after both entities are spawned).
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const TILE_SIZE_PX: int = 16
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## Top-left tile of the 2×2 footprint.
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var tile: Vector2i = Vector2i.ZERO
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## Footprint size in tiles (always 2×2; declared as a var so external code can
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## read it uniformly without special-casing BigRockNode vs hypothetical future nodes).
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var footprint: Vector2i = Vector2i(2, 2)
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## True once a Quarry workbench has been completed on this outcrop.
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## Flipped by external code (designation / world.gd) — this file only declares it.
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var is_quarry_site: bool = false
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## The QuarryWorkbench that sits on this node after construction.
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## null until assigned by the designation completion handler.
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var quarry_workbench = null
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# ── lifecycle ─────────────────────────────────────────────────────────────────
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func _ready() -> void:
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# Position at top-left pixel corner so footprint_tiles() aligns with world coords.
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position = Vector2(tile.x * TILE_SIZE_PX, tile.y * TILE_SIZE_PX)
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# Block pathfinding on every tile in the footprint.
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for t in footprint_tiles():
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if World.pathfinder != null:
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World.pathfinder.set_cell_walkable(t, false)
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World.register_big_rock_node(self)
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queue_redraw()
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func _exit_tree() -> void:
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World.unregister_big_rock_node(self)
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# ── public API ────────────────────────────────────────────────────────────────
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## One-shot initialiser. Call after add_child() so _ready() has fired.
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func setup(p_tile: Vector2i) -> void:
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tile = p_tile
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position = Vector2(tile.x * TILE_SIZE_PX, tile.y * TILE_SIZE_PX)
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queue_redraw()
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Audit.log("big_rock_node", "spawned at tile %s" % tile)
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## Returns the four tiles covered by this node's 2×2 footprint.
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## Used by designation, save/load, and inspection code.
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func footprint_tiles() -> Array[Vector2i]:
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return [
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tile,
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tile + Vector2i(1, 0),
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tile + Vector2i(0, 1),
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tile + Vector2i(1, 1),
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]
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## True when tile_to_check falls inside the 2×2 footprint.
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func is_at(tile_to_check: Vector2i) -> bool:
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return (
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tile_to_check.x >= tile.x and tile_to_check.x < tile.x + footprint.x
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and tile_to_check.y >= tile.y and tile_to_check.y < tile.y + footprint.y
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)
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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": &"big_rock_node",
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"tile_x": tile.x,
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"tile_y": tile.y,
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"is_quarry_site": is_quarry_site,
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}
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## Restore from a dict produced by to_dict(). quarry_workbench is reconnected
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## by the save layer after both entities are spawned.
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static func from_dict(d: Dictionary) -> Dictionary:
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return {
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"tile_x": int(d.get("tile_x", 0)),
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"tile_y": int(d.get("tile_y", 0)),
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"is_quarry_site": bool(d.get("is_quarry_site", false)),
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}
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# ── render ────────────────────────────────────────────────────────────────────
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## Draw a procedural pile of grey rocks centred at local (16, 16) —
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## the geometric centre of the 32×32 footprint area.
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## Three layers create depth: large base blob → medium mid rock → small cap.
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func _draw() -> void:
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var cx: float = 16.0
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var cy: float = 16.0
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# Colour palette — warm grey tones suggesting weathered granite.
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var base_fill := Color(0.60, 0.58, 0.55) # large base ellipse
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var mid_fill := Color(0.45, 0.44, 0.42) # medium middle rock
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var top_fill := Color(0.55, 0.53, 0.50) # small perched cap
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var outline_col := Color(0.20, 0.18, 0.16, 0.70) # subtle dark rim
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# Bottom: large flattened blob — widest at the base to read as a ground-hugging mass.
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var base_w: float = 24.0
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var base_h: float = 16.0
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var base_rect := Rect2(Vector2(cx - base_w / 2.0, cy - base_h / 2.0 + 2.0), Vector2(base_w, base_h))
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draw_rect(base_rect, base_fill)
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# Dark outline arc around the base blob.
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draw_rect(base_rect, outline_col, false, 1.0)
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# Middle: slightly elevated, narrower rock sitting on top of the base.
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var mid_w: float = 16.0
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var mid_h: float = 12.0
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var mid_oy: float = -4.0 # shift up from centre
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var mid_rect := Rect2(Vector2(cx - mid_w / 2.0, cy - mid_h / 2.0 + mid_oy), Vector2(mid_w, mid_h))
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draw_rect(mid_rect, mid_fill)
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draw_rect(mid_rect, outline_col, false, 1.0)
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# Top: small cap perched on the very top.
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var top_w: float = 8.0
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var top_h: float = 6.0
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var top_oy: float = -10.0 # above the mid rock
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var top_rect := Rect2(Vector2(cx - top_w / 2.0, cy - top_h / 2.0 + top_oy), Vector2(top_w, top_h))
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draw_rect(top_rect, top_fill)
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draw_rect(top_rect, outline_col, false, 1.0)
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