Phase 14: Death + Corpses + Burial + Cremation
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>