rimlike/scenes/entities/crop.gd
megaproxy 9cf9b7dbfd Phase 13: Rooms + Auto-roof + Beauty + Dirtiness + Cleaning
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>
2026-05-11 17:19:23 +01:00

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class_name Crop extends Node2D
## Crop entity — a farm plant tile that grows through stages and is harvested by a pawn.
##
## Growth model (docs/implementation.md Phase 7):
## SOWN → GROWING_1 → GROWING_2 → GROWING_3 → READY, each stage taking STAGE_TICKS sim ticks.
## At 20 Hz, 200 ticks ≈ 10 sim seconds ≈ 2 in-game minutes at Fast speed.
## "No growth indoors" rule (docs/design.md) lands in Phase 13 when the Roof flag
## system is fully wired; for now crops always grow.
##
## A PlantProvider creates a Job whose INTERACT toil calls on_harvest_tick() or
## on_sow_tick() once per sim tick via JobRunner. Both are single-tick completions.
## The INTERACT toil finishes when is_harvestable() / is_sowable() returns false.
##
## World registration (World.register_crop / World.unregister_crop) is called here.
const TILE_SIZE_PX: int = 16
## Phase 7 ships wheat and potato. Phase 17 expands (berry, hop) per design.md.
const KIND_WHEAT: StringName = &"wheat"
const KIND_POTATO: StringName = &"potato"
## Sim ticks per growth stage. 200 ticks × 4 stages = 800 total.
## At 20 Hz × 5× speed = 100 ticks/sec → 8 real seconds per stage, 32 seconds full grow.
const STAGE_TICKS: int = 200
const STAGE_COUNT: int = 4
enum Stage { TILLED, SOWN, GROWING_1, GROWING_2, GROWING_3, READY }
@export var crop_kind: StringName = KIND_WHEAT
@export var tile: Vector2i = Vector2i.ZERO
var stage: Stage = Stage.SOWN
## Progress within the current growth stage; 0..STAGE_TICKS.
var stage_progress: int = 0
# Phase 13 — "no growth indoors" rule. True once we've logged the first
# indoor detection for this crop instance so we don't flood the audit log.
var _logged_indoor: bool = false
const ITEM_SCENE: PackedScene = preload("res://scenes/entities/item.tscn")
# ── lifecycle ─────────────────────────────────────────────────────────────────
func _ready() -> void:
position = _tile_to_world(tile)
World.register_crop(self)
EventBus.sim_tick.connect(_on_sim_tick)
queue_redraw()
func _exit_tree() -> void:
World.unregister_crop(self)
# ── public API ────────────────────────────────────────────────────────────────
## One-shot initialiser. Call after add_child() so _ready() has already fired.
func setup(p_tile: Vector2i, p_kind: StringName, p_stage: Stage = Stage.SOWN) -> void:
tile = p_tile
crop_kind = p_kind
stage = p_stage
stage_progress = 0
position = _tile_to_world(tile)
queue_redraw()
Audit.log("crop", "spawned %s at %s (stage=%s)" % [crop_kind, tile, Stage.keys()[stage]])
## True when this crop can be harvested by a pawn.
func is_harvestable() -> bool:
return stage == Stage.READY
## True when this crop can be sown by a pawn (bare tilled soil, no plant yet).
func is_sowable() -> bool:
return stage == Stage.TILLED
## Called by the INTERACT toil in JobRunner once per sim tick while a pawn harvests.
## Single-tick harvest: drops an output Item and resets to TILLED (re-sowable).
func on_harvest_tick() -> void:
if not is_harvestable():
return
var item_type := _harvest_output_for(crop_kind)
var it: Item = ITEM_SCENE.instantiate()
get_parent().add_child(it)
it.setup(item_type, 1, tile)
stage = Stage.TILLED
stage_progress = 0
Audit.log("crop", "harvested %s at %s%s" % [crop_kind, tile, item_type])
queue_redraw()
## Called by the INTERACT toil in JobRunner once per sim tick while a pawn sows.
## Single-tick sow: transitions TILLED → SOWN so growth begins on the next sim tick.
func on_sow_tick() -> void:
if not is_sowable():
return
stage = Stage.SOWN
stage_progress = 0
Audit.log("crop", "sown %s at %s" % [crop_kind, tile])
queue_redraw()
# ── growth ────────────────────────────────────────────────────────────────────
func _on_sim_tick(_n: int) -> void:
if stage == Stage.READY or stage == Stage.TILLED:
return
# Phase 13 — crops don't grow indoors (no sunlight under a roof).
# World.is_indoor() returns false while RoomDetector has not yet fired, so
# outdoor crops planted during boot are unaffected.
if World.is_indoor(tile):
if not _logged_indoor:
Audit.log("crop", "%s at %s won't grow (indoor)" % [crop_kind, tile])
_logged_indoor = true
return
# Crop has moved outdoors or was never indoors — reset the log flag so a
# future re-roofing produces another audit line.
_logged_indoor = false
stage_progress += 1
if stage_progress >= STAGE_TICKS:
stage_progress = 0
stage = (int(stage) + 1) as Stage
queue_redraw()
if stage == Stage.READY:
Audit.log("crop", "%s ready at %s" % [crop_kind, tile])
# ── save / load ───────────────────────────────────────────────────────────────
func to_dict() -> Dictionary:
return {
"tile_x": tile.x,
"tile_y": tile.y,
"crop_kind": String(crop_kind),
"stage": int(stage),
"stage_progress": stage_progress,
}
## Returns a plain Dictionary spec for World to instantiate from.
## Crops cannot reconstruct themselves standalone — they need a parent in the
## scene tree. World adds the node, then calls setup() from the returned dict.
static func from_dict(d: Dictionary) -> Dictionary:
return {
"tile_x": int(d.get("tile_x", 0)),
"tile_y": int(d.get("tile_y", 0)),
"crop_kind": StringName(d.get("crop_kind", "wheat")),
"stage": int(d.get("stage", Stage.SOWN)),
"stage_progress": int(d.get("stage_progress", 0)),
}
# ── render ────────────────────────────────────────────────────────────────────
func _draw() -> void:
# Tilled-soil base: a small dark-earth square.
var soil_color := Color(0.32, 0.20, 0.10)
var soil_dark := Color(0.22, 0.14, 0.06)
draw_rect(Rect2(Vector2(-7.0, -7.0), Vector2(14.0, 14.0)), soil_color)
draw_rect(Rect2(Vector2(-7.0, -7.0), Vector2(14.0, 14.0)), soil_dark, false, 1.0)
if stage == Stage.TILLED:
return # Bare soil — no plant drawn.
# stage_idx: 0 = SOWN, 4 = READY
var stage_idx := int(stage) - int(Stage.SOWN)
var height: float = lerp(2.0, 12.0, float(stage_idx) / float(STAGE_COUNT))
var plant_color := _plant_color_for(crop_kind)
# Stem
draw_rect(Rect2(Vector2(-2.0, 5.0 - height), Vector2(4.0, height)), plant_color)
# Foliage circle grows in from GROWING_2 onward
if stage_idx >= 2:
draw_circle(Vector2(0.0, 5.0 - height), 3.0 + float(stage_idx), plant_color)
# Ready accent — grain head or potato cap
if stage == Stage.READY:
draw_circle(Vector2(0.0, 5.0 - height), 2.0, _ready_accent_for(crop_kind))
# ── helpers ───────────────────────────────────────────────────────────────────
func _harvest_output_for(kind: StringName) -> StringName:
match kind:
KIND_WHEAT: return Item.TYPE_GRAIN
KIND_POTATO: return Item.TYPE_VEGETABLE
_: return Item.TYPE_VEGETABLE # fallback
func _plant_color_for(kind: StringName) -> Color:
match kind:
KIND_WHEAT: return Color(0.50, 0.65, 0.20) # bright green sprout
KIND_POTATO: return Color(0.30, 0.55, 0.20) # darker green
_: return Color(0.40, 0.60, 0.20)
func _ready_accent_for(kind: StringName) -> Color:
match kind:
KIND_WHEAT: return Color(0.95, 0.85, 0.20) # golden grain head
KIND_POTATO: return Color(0.95, 0.60, 0.30) # orange potato cap
_: return Color(1.0, 0.4, 0.4)
func _tile_to_world(t: Vector2i) -> Vector2:
return Vector2(
t.x * TILE_SIZE_PX + TILE_SIZE_PX / 2.0,
t.y * TILE_SIZE_PX + TILE_SIZE_PX / 2.0
)