The 'drama pair' shipped together via 3-agent fan-out. Phase 9 — Status effects + Medicine: - Status data class (PERSISTENT/EVENT, severity stacks max=3) + StatusCatalog (Bleeding ticks HP loss; Downed = incapacitated) - Pawn HP (100 max, 30 downed threshold, 50 revive threshold), take_damage, heal, add_status/remove_status_by_id, is_downed/is_incapacitated, downed visual (body rotated 90° + desaturated) - DoctorProvider (priority 9, highest) — scans World.pawns for nearest downed pawn, finds medical bed (or any bed fallback), emits 4-toil job: walk_to_patient → rescue → walk_to_bed → treat - Bed.is_medical with red-cross marker draw on pillow; round-trips save - KIND_RESCUE + KIND_TREAT toils + JobRunner _tick_rescue/_tick_treat (snap-to-bed on first treat tick, +0.5 hp/tick, bleed cure at 100-tick intervals; done at HP≥50 + no bleeding, 600-tick timeout) - EventBus: pawn_took_damage, pawn_status_added, pawn_status_removed Phase 10 — Combat + Wolves (wolf-first slice): - Wolf entity (Node2D, 4-state APPROACH/ENGAGE/FLEE/DEAD, procedural canine sprite with red glowing eyes, 40 HP) - Two-roll combat: 70% hit + 50% chance to apply Bleeding(1) on hit - WolfSpawner — triggers at Clock.darkness_factor()≥0.8 with 1-in-game-day cooldown, packs of 1–2 at random map-edge cluster - World.wolves registry + register_wolf/unregister_wolf Integration: world.tscn load_steps 15→17 with DoctorProvider + WolfSpawner nodes. world.gd registers doctor at top of provider list (priority 9 > sleep 8 > eat 7 > construction 6 > chop≈plant 5 > mine≈craft 4 > haul 3 > rest 0). Middle bed at (47,24) marked is_medical=true. MCP runtime verified: Bram took 75 dmg + Bleeding(2) → Downed (hp 25) → Edda + Cora both volunteered doctor job → walked to patient → carried to medical bed → treated → Bram healed to 94.2 hp, statuses cleared, back to work. Wolf raid at day 3 22:00 fired; 4 wolves alive across raid cycles by day 4 01:51. Screenshots confirm red-cross medical bed and wolf silhouettes at night. Phase 10 deliberately partial: wolf-side combat ships, pawn-side weapons/armor/cover/friendly-fire deferred — full chain (wolf→bites→pawn→bleeds→doctor) awaits player weapons. Bleed-out timer at demo value (1200) vs design value (432000 = 6 in-game hours) — documented in status_catalog.gd for first time-balance pass. Delegation: Agent A (status + pawn HP), Agent B (doctor + treatment), Agent C (wolf + spawner) — all Sonnet gdscript-refactor; integration on Opus. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
101 lines
3.6 KiB
GDScript
101 lines
3.6 KiB
GDScript
class_name WolfSpawner extends Node
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## Storyteller-side spawner for wolf raid events.
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##
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## Spawn trigger (Phase 10): full night (darkness_factor >= 0.8) AND off cooldown.
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## Season-weighted spawning (design.md "Wolf spawn") is deferred to Phase 12
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## when WeatherSystem / SeasonSystem land.
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##
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## WolfSpawner is a Node child of the World scene — not an autoload.
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## Wolf scenes are add_child()'d to get_parent() (the World scene root) so
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## wolves share the same node tree as all other entities.
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##
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## Pack size is PACK_MIN–PACK_MAX for Phase 10 demo. design.md target is 1–4;
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## widen the range in Phase 17 once the combat spike validates feel.
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const PACK_MIN: int = 1
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const PACK_MAX: int = 2 # Phase 10 demo; design.md target 1–4 for Phase 17.
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## Minimum sim ticks between raids. 4800 ticks = 1 in-game day at 20 Hz.
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## Prevents stacked raids in consecutive night phases.
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const RAID_COOLDOWN_TICKS: int = 4800
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## How far from each map edge to allow spawn tiles (avoids corner/boundary weirdness).
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const MAP_EDGE_BLEED: int = 2
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## Preloaded Wolf scene. Mirrors the pattern used by Tree/Item entities.
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const WOLF_SCENE: PackedScene = preload("res://scenes/entities/wolf.tscn")
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## Sim-tick number of the last raid this spawner triggered.
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## Initialised to -RAID_COOLDOWN_TICKS so the first eligible night is fair game.
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var _last_raid_tick: int = -RAID_COOLDOWN_TICKS
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func _ready() -> void:
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EventBus.sim_tick.connect(_on_sim_tick)
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func _on_sim_tick(n: int) -> void:
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# Gate 1: only spawn during deep night (darkness >= 0.8 means past dusk ramp).
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# Clock.darkness_factor() returns 1.0 at full night, 0.8 at ~90% through the dusk ramp.
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if Clock.darkness_factor() < 0.8:
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return
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# Gate 2: cooldown — at least one in-game day between raids.
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if n - _last_raid_tick < RAID_COOLDOWN_TICKS:
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return
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_trigger_raid(n)
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func _trigger_raid(current_tick: int) -> void:
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_last_raid_tick = current_tick
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var pack_size := randi_range(PACK_MIN, PACK_MAX)
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var spawn_tiles := _pick_spawn_tiles(pack_size)
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for spawn_tile in spawn_tiles:
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var w: Wolf = WOLF_SCENE.instantiate()
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get_parent().add_child(w)
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w.setup(spawn_tile)
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Audit.log("wolf", "RAID: %d wolf(ves) spawned at %s" % [pack_size, spawn_tiles])
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func _pick_spawn_tiles(count: int) -> Array[Vector2i]:
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## Choose a random map edge, then return `count` tiles clustered near a
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## random anchor on that edge. All tiles are inside MAP_EDGE_BLEED to avoid
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## corner/boundary edge cases with the pathfinder grid bounds.
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##
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## Map size matches World.MAP_SIZE_TILES (80×80 in Phase 1).
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## Duck-typed access to World.MAP_SIZE_TILES would require it to be declared
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## there; using the literal constant is safe for MVP and matches the pattern
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## used in WolfSpawner's Phase 10 scope. Phase 16 or 17 can wire this to
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## World.MAP_SIZE_TILES when that const lands on the autoload.
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const MAP_W: int = 80
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const MAP_H: int = 80
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var side: int = randi() % 4 # 0 = top, 1 = right, 2 = bottom, 3 = left
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var anchor: Vector2i
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match side:
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0: # Top edge
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anchor = Vector2i(
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randi_range(MAP_EDGE_BLEED, MAP_W - MAP_EDGE_BLEED - 1),
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MAP_EDGE_BLEED
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)
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1: # Right edge
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anchor = Vector2i(
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MAP_W - MAP_EDGE_BLEED - 1,
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randi_range(MAP_EDGE_BLEED, MAP_H - MAP_EDGE_BLEED - 1)
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)
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2: # Bottom edge
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anchor = Vector2i(
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randi_range(MAP_EDGE_BLEED, MAP_W - MAP_EDGE_BLEED - 1),
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MAP_H - MAP_EDGE_BLEED - 1
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)
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_: # Left edge (side == 3)
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anchor = Vector2i(
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MAP_EDGE_BLEED,
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randi_range(MAP_EDGE_BLEED, MAP_H - MAP_EDGE_BLEED - 1)
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)
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# Cluster wolves horizontally from the anchor; they start packed together.
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var tiles: Array[Vector2i] = []
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for i in count:
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tiles.append(anchor + Vector2i(i, 0))
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return tiles
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