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>
40 lines
2.8 KiB
GDScript
40 lines
2.8 KiB
GDScript
extends Node
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## Pure signal hub — notification-only, no state, no callbacks back into singletons.
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##
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## Subsystems mutate themselves; this bus only spreads the news. Add signals as
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## features land — keep this file readable. See docs/architecture.md.
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# Sim
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signal sim_tick(tick_number: int) ## Emitted once per sim tick at the current speed.
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signal speed_changed(new_speed: int) ## Emitted when Sim.current_speed changes; value is Speed enum cast to int.
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# Phase 2 will add pawn-state signals (selected, deselected, walking, …).
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# Phase 5 — Designation paint mode.
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signal designation_added(cell: Vector2i, tool: StringName) ## Ghost placed + job queued.
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signal designation_cleared(cell: Vector2i) ## Ghost removed (job cancelled).
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# Phase 8 — Mood system.
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signal pawn_mood_changed(pawn, mood: float) ## Emitted by Pawn._recompute_mood() whenever mood is recalculated.
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# Phase 9 — HP + Status system.
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signal pawn_took_damage(pawn, amount: float) ## Emitted by Pawn.take_damage() after HP is reduced.
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signal pawn_status_added(pawn, status) ## Emitted by Pawn.add_status() when a new status is appended.
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signal pawn_status_removed(pawn, status) ## Emitted by Pawn.remove_status_by_id() when a status is dropped.
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# Phase 12 — Seasons + Weather.
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signal season_changed(season: StringName) ## Emitted by Clock when current_season() rolls over (Spring → Summer → Autumn → Winter).
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signal weather_changed(weather: StringName) ## Emitted by Weather autoload when the daily roll resolves to a new weather kind.
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# Phase 13 — Rooms + Roofing + Beauty + Dirtiness + Cleaning.
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signal room_changed(room_id: int) ## Emitted when a room is created, destroyed, or recomputed (id may be invalid post-destroy).
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signal room_too_large(top_left: Vector2i, cell_count: int) ## Emitted when BFS hits ROOM_MAX_CELLS — surfaces the "split with interior wall" banner.
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signal tile_beauty_changed(tile: Vector2i, beauty: float) ## Emitted when beauty recomputes for a tile (Phase 13 beauty system).
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signal tile_dirtiness_changed(tile: Vector2i, dirt: float) ## Emitted when dirtiness crosses a tier threshold (clean/dirty/filthy).
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# Phase 14 — Death + corpses + burial.
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signal pawn_died(pawn, cause: StringName) ## Emitted right before Pawn is unregistered; corpse spawn handler listens here.
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signal corpse_spawned(corpse) ## Emitted when a Corpse entity is added to the world (right after pawn_died handler).
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signal corpse_buried(corpse, grave_marker) ## Emitted when a corpse reaches a GraveSlot and converts to a permanent GraveMarker.
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signal corpse_cremated(corpse, pyre) ## Emitted when a corpse is consumed by a cremation pyre recipe.
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signal corpse_rotted_away(corpse) ## Emitted when an un-handled corpse hits decay 100 and is destroyed.
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