48-day year (4 seasons × 12 days), daily weather rolls, rain visual,
storm flash, Wet/Cold statuses with mood thoughts.
Three-agent fan-out — Opus prepped contracts up front (event_bus
signals, Clock season constants, Weather autoload stub) so the three
slices could run fully parallel and integrate on first try.
Calendar (Agent A):
- Clock season API — SEASON_SPRING/SUMMER/AUTUMN/WINTER constants,
current_season(), current_season_index(), day_of_season(),
current_year(), DAYS_PER_SEASON=12, DAYS_PER_YEAR=48
- EventBus.season_changed emitted on transition (mirrors phase_changed)
- Top-bar SeasonLabel ('Spring 1/12') with localized season names via
Strings.t() — season.spring/summer/autumn/winter + season.format
- Terrain TileMapLayer seasonal palette modulate
(spring=warm-green, summer=neutral, autumn=warm-orange, winter=cool-blue)
Weather (Agent B):
- autoload/weather.gd — daily roll triggered by Clock day-index change
Probability tables per season (placeholders, tune Phase 20):
spring 60% clear / 35% rain / 5% storm
summer 75% clear / 18% rain / 7% storm
autumn 50% clear / 35% rain / 12% storm / 3% cold_snap
winter 55% clear / 15% rain / 10% storm / 20% cold_snap
- EventBus.weather_changed signal
- scenes/world/rain_overlay.tscn — procedural _draw() diagonal raindrops
on a CanvasLayer (chosen over CPUParticles2D for pixel-art exactness
and to colocate storm-flash logic in one weather-aware script)
- Storm flash — Tween-driven ColorRect at random 4-8s intervals
- Save round-trip preserves _last_day_index to prevent double-rolling
Wet + Cold + Mood (Agent C):
- StatusCatalog.wet(severity 1-2) — Damp at 25, Soaked at 60 (of 100)
- StatusCatalog.cold(severity 1-3) — Mild at 25, Severe at 60, Extreme at 85
- ThoughtCatalog.damp(-3), soaked(-6), cold_thought(-4)
- Pawn._wet_accum / _cold_accum floats, ticked in _process_statuses:
+0.02/tick rain (×2 storm), -0.05/tick decay when sheltered
+0.015/tick cold winter-or-snap (×2 cold_snap)
- _sync_wet_status / _sync_cold_status — severity-flip detection with
one Audit line per transition
- _is_sheltered() v1: World.floor_layer.get_cell_source_id != -1
Phase 13 replaces with proper Room BFS
- _wet_accum / _cold_accum round-trip through Pawn.to_dict / from_dict
- Persistent thought sync in _process_thoughts after in_darkness
MCP runtime verified:
- Top-bar 'Spring 1/12' renders; green seasonal terrain tint visible
- Rain droplets render across screen; storm flash captured mid-animation
- Bram wet=26 (Damp) → wet=65 (Soaked) with mood thought (-6), mood=30
- Cora cold=30 cold_snap → Cold status sev=1 + Cold thought (-4), mood=32
- Daily weather rolls visible day 0-5 (rain → clear → rain → clear → rain)
Quick-edit fixup mid-flight: Variant inference errors on
'var old_sev := s.severity' (untyped Array loop var). Same trap as
the Phase 7 crop fix; pattern is now to always explicit-type ':='
when the rhs is non-typed-Array element access.
Delegation: 3× gdscript-refactor agents in parallel, 1× quick-edit
for the Variant-inference fix; integration + MCP verify on Opus.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
89 lines
3.9 KiB
Text
89 lines
3.9 KiB
Text
; Engine configuration file.
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; It's best edited using the editor UI and not directly,
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; since the parameters that go here are not all obvious.
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;
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; Format:
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; [section] ; section goes between []
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; param=value ; assign values to parameters
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config_version=5
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[application]
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config/name="Rimlike"
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config/description="2D tile-based cute-farming-RPG meets colony sim. Mobile-first, Godot 4."
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run/main_scene="res://scenes/main/main.tscn"
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config/features=PackedStringArray("4.6", "GL Compatibility")
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config/icon="res://icon.svg"
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[autoload]
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EventBus="*res://autoload/event_bus.gd"
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Strings="*res://autoload/strings.gd"
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Audit="*res://autoload/audit.gd"
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GameState="*res://autoload/game_state.gd"
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World="*res://autoload/world.gd"
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Sim="*res://autoload/sim.gd"
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Clock="*res://autoload/clock.gd"
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SaveSystem="*res://autoload/save_system.gd"
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Weather="*res://autoload/weather.gd"
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MCPScreenshot="*res://addons/godot_mcp/mcp_screenshot_service.gd"
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MCPInputService="*res://addons/godot_mcp/mcp_input_service.gd"
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MCPGameInspector="*res://addons/godot_mcp/mcp_game_inspector_service.gd"
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[display]
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window/size/viewport_width=1280
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window/size/viewport_height=720
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window/stretch/mode="canvas_items"
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window/handheld/orientation="sensor_landscape"
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[editor_plugins]
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enabled=PackedStringArray("res://addons/godot_mcp/plugin.cfg")
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[input]
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pause={
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"deadzone": 0.5,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":32,"physical_keycode":0,"key_label":0,"unicode":32,"location":0,"echo":false,"script":null)
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]
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}
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speed_cycle={
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"deadzone": 0.5,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194306,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
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]
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}
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speed_normal={
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"deadzone": 0.5,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":49,"physical_keycode":0,"key_label":0,"unicode":49,"location":0,"echo":false,"script":null)
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]
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}
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speed_fast={
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"deadzone": 0.5,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":50,"physical_keycode":0,"key_label":0,"unicode":50,"location":0,"echo":false,"script":null)
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]
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}
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speed_ultra={
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"deadzone": 0.5,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":51,"physical_keycode":0,"key_label":0,"unicode":51,"location":0,"echo":false,"script":null)
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]
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}
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confirm={
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"deadzone": 0.5,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194309,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
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]
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}
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cancel={
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"deadzone": 0.5,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194305,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
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]
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}
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[rendering]
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textures/canvas_textures/default_texture_filter=0
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renderer/rendering_method="gl_compatibility"
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renderer/rendering_method.mobile="gl_compatibility"
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2d/snap/snap_2d_transforms_to_pixel=true
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2d/snap/snap_2d_vertices_to_pixel=true
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