Three-agent fan-out — Opus pre-wrote Room class, World.rooms/room_at_tile/is_indoor, 4 EventBus signals before dispatch so the slices ran fully parallel. DECISION: Big-room UX = bump auto-roof cap to 16, banner above. Cabin (24 tiles) intentionally exceeds cap to exercise the warning path; a 5×5 test shed (9 interior tiles) was added to exercise the roof path. Room detection (Agent A): - scenes/world/room.gd — class_name Room, tiles/bounds/is_under_roof, contains_tile() bounds-then-list-checked, recompute_bounds() - scenes/world/room_detector.gd — class_name RoomDetector, BFS 4-dir from floor/door tiles, walls/terrain as boundary, doors counted as room interior. Detects up to 4× cap; auto-roofs only ≤16. - World.mark_wall_tile/mark_floor_tile/mark_door_tile hook BFS recompute - Door._complete() now erases wall-layer stamp + registers door tile - Designation.TOOL_NO_ROOF paint mode wired (UI button deferred Phase 17) - EventBus.room_changed / room_too_large signals Indoor/Shelter (Agent B): - Pawn._is_sheltered() rerouted: World.is_indoor() first, floor-proxy fallback - IndoorTintOverlay Node2D — _draw fills roofed-room tiles at α=0.10 warm - Crop._on_sim_tick skips stage advance when World.is_indoor(tile) Beauty + Dirtiness + Cleaning + Room thoughts (Agent C): - BeautySystem sparse map, linear falloff radius=3, Quality multiplier (SHODDY 0.5 → LEGENDARY 2.5). Base: Bed +2, Workbench +1, Torch +3, Hearth +4 - DirtinessSystem 0-100, tier crossings (clean<25/dirty<60/filthy≥60) emit tile_dirtiness_changed. bump/bump_clean/bump_pawn_traffic API - CleaningProvider priority=2, KIND_CLEAN toil, 2.5 dirt/tick for ~40 ticks - Bed/Torch/Workbench _complete() now register with BeautySystem - 7 room mood thoughts: clean_room (+2), dirty_room (-3), filthy_room (-6), beautiful_room (+4), ugly_room (-3), slept_in_room (+3 EVENT, wires Ph 17), ate_without_table (-3 EVENT, wires Ph 17) - Pawn._sync_room_thoughts called from _process_thoughts after cold block, defensive against null rooms/systems Integration recovery (Opus): - Agent C's BeautySystem/DirtinessSystem/CleaningProvider/IndoorTintOverlay instantiation in world.gd never landed (only field declarations + entity hooks survived). Added preloads + runtime add_child + autoload bindings + CleaningProvider registration + furniture pre-seed in _ready - Added _prestamp_test_shed_for_room_detector with _spawn_complete_wall/floor helpers so a 5×5 visible shed exercises the auto-roof path at boot MCP runtime verified: - Rooms: cabin Room#2 size=24 roofed=false (room_too_large fires), shed Room#3 size=9 roofed=true (auto-roof active) - beauty_map size=50 around prebuilt furniture; bed at (47,24) beauty=4.0 - Bram teleported to (36, 25) in shed → indoor=true, sheltered=true, thoughts=[clean_room +2], mood=52.0 - Screenshot: shed walls + brown floor visible; cabin warmly torch-lit; Spring 1/12 indicator; Day 1 07:52 Delegation: 3× gdscript-refactor (Sonnet) agents in parallel; integration recovery + MCP verify on Opus. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
211 lines
7.9 KiB
GDScript
211 lines
7.9 KiB
GDScript
class_name Crop extends Node2D
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## Crop entity — a farm plant tile that grows through stages and is harvested by a pawn.
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##
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## Growth model (docs/implementation.md Phase 7):
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## SOWN → GROWING_1 → GROWING_2 → GROWING_3 → READY, each stage taking STAGE_TICKS sim ticks.
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## At 20 Hz, 200 ticks ≈ 10 sim seconds ≈ 2 in-game minutes at Fast speed.
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## "No growth indoors" rule (docs/design.md) lands in Phase 13 when the Roof flag
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## system is fully wired; for now crops always grow.
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##
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## A PlantProvider creates a Job whose INTERACT toil calls on_harvest_tick() or
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## on_sow_tick() once per sim tick via JobRunner. Both are single-tick completions.
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## The INTERACT toil finishes when is_harvestable() / is_sowable() returns false.
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##
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## World registration (World.register_crop / World.unregister_crop) is called here.
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const TILE_SIZE_PX: int = 16
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## Phase 7 ships wheat and potato. Phase 17 expands (berry, hop) per design.md.
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const KIND_WHEAT: StringName = &"wheat"
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const KIND_POTATO: StringName = &"potato"
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## Sim ticks per growth stage. 200 ticks × 4 stages = 800 total.
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## At 20 Hz × 5× speed = 100 ticks/sec → 8 real seconds per stage, 32 seconds full grow.
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const STAGE_TICKS: int = 200
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const STAGE_COUNT: int = 4
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enum Stage { TILLED, SOWN, GROWING_1, GROWING_2, GROWING_3, READY }
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@export var crop_kind: StringName = KIND_WHEAT
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@export var tile: Vector2i = Vector2i.ZERO
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var stage: Stage = Stage.SOWN
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## Progress within the current growth stage; 0..STAGE_TICKS.
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var stage_progress: int = 0
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# Phase 13 — "no growth indoors" rule. True once we've logged the first
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# indoor detection for this crop instance so we don't flood the audit log.
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var _logged_indoor: bool = false
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const ITEM_SCENE: PackedScene = preload("res://scenes/entities/item.tscn")
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# ── lifecycle ─────────────────────────────────────────────────────────────────
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func _ready() -> void:
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position = _tile_to_world(tile)
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World.register_crop(self)
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EventBus.sim_tick.connect(_on_sim_tick)
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queue_redraw()
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func _exit_tree() -> void:
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World.unregister_crop(self)
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# ── public API ────────────────────────────────────────────────────────────────
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## One-shot initialiser. Call after add_child() so _ready() has already fired.
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func setup(p_tile: Vector2i, p_kind: StringName, p_stage: Stage = Stage.SOWN) -> void:
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tile = p_tile
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crop_kind = p_kind
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stage = p_stage
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stage_progress = 0
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position = _tile_to_world(tile)
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queue_redraw()
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Audit.log("crop", "spawned %s at %s (stage=%s)" % [crop_kind, tile, Stage.keys()[stage]])
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## True when this crop can be harvested by a pawn.
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func is_harvestable() -> bool:
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return stage == Stage.READY
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## True when this crop can be sown by a pawn (bare tilled soil, no plant yet).
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func is_sowable() -> bool:
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return stage == Stage.TILLED
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## Called by the INTERACT toil in JobRunner once per sim tick while a pawn harvests.
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## Single-tick harvest: drops an output Item and resets to TILLED (re-sowable).
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func on_harvest_tick() -> void:
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if not is_harvestable():
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return
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var item_type := _harvest_output_for(crop_kind)
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var it: Item = ITEM_SCENE.instantiate()
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get_parent().add_child(it)
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it.setup(item_type, 1, tile)
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stage = Stage.TILLED
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stage_progress = 0
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Audit.log("crop", "harvested %s at %s → %s" % [crop_kind, tile, item_type])
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queue_redraw()
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## Called by the INTERACT toil in JobRunner once per sim tick while a pawn sows.
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## Single-tick sow: transitions TILLED → SOWN so growth begins on the next sim tick.
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func on_sow_tick() -> void:
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if not is_sowable():
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return
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stage = Stage.SOWN
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stage_progress = 0
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Audit.log("crop", "sown %s at %s" % [crop_kind, tile])
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queue_redraw()
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# ── growth ────────────────────────────────────────────────────────────────────
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func _on_sim_tick(_n: int) -> void:
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if stage == Stage.READY or stage == Stage.TILLED:
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return
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# Phase 13 — crops don't grow indoors (no sunlight under a roof).
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# World.is_indoor() returns false while RoomDetector has not yet fired, so
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# outdoor crops planted during boot are unaffected.
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if World.is_indoor(tile):
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if not _logged_indoor:
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Audit.log("crop", "%s at %s won't grow (indoor)" % [crop_kind, tile])
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_logged_indoor = true
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return
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# Crop has moved outdoors or was never indoors — reset the log flag so a
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# future re-roofing produces another audit line.
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_logged_indoor = false
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stage_progress += 1
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if stage_progress >= STAGE_TICKS:
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stage_progress = 0
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stage = (int(stage) + 1) as Stage
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queue_redraw()
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if stage == Stage.READY:
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Audit.log("crop", "%s ready at %s" % [crop_kind, tile])
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# ── save / load ───────────────────────────────────────────────────────────────
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func to_dict() -> Dictionary:
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return {
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"tile_x": tile.x,
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"tile_y": tile.y,
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"crop_kind": String(crop_kind),
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"stage": int(stage),
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"stage_progress": stage_progress,
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}
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## Returns a plain Dictionary spec for World to instantiate from.
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## Crops cannot reconstruct themselves standalone — they need a parent in the
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## scene tree. World adds the node, then calls setup() from the returned dict.
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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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"crop_kind": StringName(d.get("crop_kind", "wheat")),
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"stage": int(d.get("stage", Stage.SOWN)),
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"stage_progress": int(d.get("stage_progress", 0)),
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}
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# ── render ────────────────────────────────────────────────────────────────────
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func _draw() -> void:
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# Tilled-soil base: a small dark-earth square.
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var soil_color := Color(0.32, 0.20, 0.10)
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var soil_dark := Color(0.22, 0.14, 0.06)
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draw_rect(Rect2(Vector2(-7.0, -7.0), Vector2(14.0, 14.0)), soil_color)
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draw_rect(Rect2(Vector2(-7.0, -7.0), Vector2(14.0, 14.0)), soil_dark, false, 1.0)
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if stage == Stage.TILLED:
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return # Bare soil — no plant drawn.
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# stage_idx: 0 = SOWN, 4 = READY
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var stage_idx := int(stage) - int(Stage.SOWN)
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var height: float = lerp(2.0, 12.0, float(stage_idx) / float(STAGE_COUNT))
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var plant_color := _plant_color_for(crop_kind)
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# Stem
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draw_rect(Rect2(Vector2(-2.0, 5.0 - height), Vector2(4.0, height)), plant_color)
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# Foliage circle grows in from GROWING_2 onward
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if stage_idx >= 2:
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draw_circle(Vector2(0.0, 5.0 - height), 3.0 + float(stage_idx), plant_color)
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# Ready accent — grain head or potato cap
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if stage == Stage.READY:
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draw_circle(Vector2(0.0, 5.0 - height), 2.0, _ready_accent_for(crop_kind))
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# ── helpers ───────────────────────────────────────────────────────────────────
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func _harvest_output_for(kind: StringName) -> StringName:
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match kind:
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KIND_WHEAT: return Item.TYPE_GRAIN
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KIND_POTATO: return Item.TYPE_VEGETABLE
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_: return Item.TYPE_VEGETABLE # fallback
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func _plant_color_for(kind: StringName) -> Color:
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match kind:
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KIND_WHEAT: return Color(0.50, 0.65, 0.20) # bright green sprout
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KIND_POTATO: return Color(0.30, 0.55, 0.20) # darker green
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_: return Color(0.40, 0.60, 0.20)
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func _ready_accent_for(kind: StringName) -> Color:
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match kind:
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KIND_WHEAT: return Color(0.95, 0.85, 0.20) # golden grain head
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KIND_POTATO: return Color(0.95, 0.60, 0.30) # orange potato cap
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_: return Color(1.0, 0.4, 0.4)
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func _tile_to_world(t: Vector2i) -> Vector2:
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return Vector2(
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t.x * TILE_SIZE_PX + TILE_SIZE_PX / 2.0,
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t.y * TILE_SIZE_PX + TILE_SIZE_PX / 2.0
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)
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