rimlike/scenes/entities/item.gd
megaproxy 67ec2cce7f 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>
2026-05-11 18:48:15 +01:00

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## Dropped item entity — a single stack of one item type lying on the world floor.
##
## Visuals are drawn procedurally via _draw() (Phase 4 placeholder). Real
## ElvGames item icons land in Phase 5+.
##
## Item type constants mirror the 16 filter chips in docs/design.md. They are
## used by StockpileZone filter bitmasks and pawn-carry typing.
##
## World registration (World.register_item / World.unregister_item) is called
## here but the methods land in World during Opus integration. The script will
## parse cleanly; the call will fail at runtime until then.
class_name Item extends Node2D
const TILE_SIZE_PX: int = 16
# ── canonical type registry — matches docs/design.md "16 filter chips" ───────
const TYPE_WOOD: StringName = &"wood" # Wd
const TYPE_STONE: StringName = &"stone" # St
const TYPE_IRON_ORE: StringName = &"iron_ore" # Ir
const TYPE_COPPER_ORE: StringName = &"copper_ore" # Cu
const TYPE_SILVER: StringName = &"silver" # Ag
const TYPE_GOLD: StringName = &"gold" # Au
const TYPE_CLOTH: StringName = &"cloth" # Cl
const TYPE_VEGETABLE: StringName = &"vegetable" # Veg
const TYPE_MEAT: StringName = &"meat" # Mt
const TYPE_GRAIN: StringName = &"grain" # Gr
const TYPE_MEAL: StringName = &"meal" # Ck (cooked)
const TYPE_MEDICINE: StringName = &"medicine" # Md
const TYPE_TOOL: StringName = &"tool" # Tl
const TYPE_WEAPON: StringName = &"weapon" # Wp
const TYPE_ARMOR: StringName = &"armor" # Ar
const TYPE_CORPSE: StringName = &"corpse" # Co
# Phase 6 — intermediate crafted goods (carpenter bench + smelter outputs).
const TYPE_PLANK: StringName = &"plank"
const TYPE_STONE_BLOCK: StringName = &"stone_block"
# Phase 7 — cooking chain. Grain → Flour (millstone) → Bread (hearth).
# TYPE_MEAL (&"meal") is the generic cooked-dish output and already lives above
# in the 16-chip base set.
const TYPE_FLOUR: StringName = &"flour"
const TYPE_BREAD: StringName = &"bread"
# Phase 14 — cremation output. One ash item drops per cremated corpse.
const TYPE_ASH: StringName = &"ash"
const ALL_TYPES: Array[StringName] = [
TYPE_WOOD, TYPE_STONE, TYPE_IRON_ORE, TYPE_COPPER_ORE,
TYPE_SILVER, TYPE_GOLD, TYPE_CLOTH, TYPE_VEGETABLE,
TYPE_MEAT, TYPE_GRAIN, TYPE_MEAL, TYPE_MEDICINE,
TYPE_TOOL, TYPE_WEAPON, TYPE_ARMOR, TYPE_CORPSE,
TYPE_PLANK, TYPE_STONE_BLOCK,
TYPE_FLOUR, TYPE_BREAD,
TYPE_ASH,
]
# ── quality system (docs/architecture.md "Quality system") ───────────────────
# Rolled at craft-completion; stored per item; drives border colour in _draw().
enum Quality { SHODDY, NORMAL, EXCELLENT, MASTERWORK, LEGENDARY }
# ── state ────────────────────────────────────────────────────────────────────
@export var item_type: StringName = TYPE_WOOD
@export var stack_size: int = 1
@export var quality: Quality = Quality.NORMAL
var tile: Vector2i = Vector2i.ZERO
## When true the on-floor visual is suppressed; the carrying pawn renders the
## carry indicator instead.
var being_carried: bool = false
# ── lifecycle ─────────────────────────────────────────────────────────────────
func _ready() -> void:
position = _tile_to_world(tile)
visible = not being_carried
func _exit_tree() -> void:
World.unregister_item(self)
# ── public API ────────────────────────────────────────────────────────────────
## One-shot initialiser called by the spawning code (Tree.fell, Rock.mined, etc.)
## Sets all fields, syncs position, and registers with World.
func setup(p_type: StringName, p_stack: int, p_tile: Vector2i) -> void:
item_type = p_type
stack_size = p_stack
tile = p_tile
position = _tile_to_world(tile)
visible = not being_carried
queue_redraw()
World.register_item(self)
Audit.log("item", "spawned %s×%d at %s" % [item_type, stack_size, tile])
## Hide/show the on-floor sprite when the pawn picks up or drops this item.
func set_being_carried(value: bool) -> void:
being_carried = value
visible = not being_carried
# ── save / load ───────────────────────────────────────────────────────────────
func to_dict() -> Dictionary:
return {
"type": String(item_type),
"stack_size": stack_size,
"tile_x": tile.x,
"tile_y": tile.y,
"quality": int(quality),
}
## Returns a plain Dictionary spec for World.load_items() to instantiate from.
## Items 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 {
"type": StringName(d.get("type", "wood")),
"stack_size": int(d.get("stack_size", 1)),
"tile_x": int(d.get("tile_x", 0)),
"tile_y": int(d.get("tile_y", 0)),
"quality": int(d.get("quality", Quality.NORMAL)),
}
# ── render ────────────────────────────────────────────────────────────────────
func _draw() -> void:
# 12×12 coloured square centered on the tile; colour hashed from item_type.
var hue := float(item_type.hash() % 360) / 360.0
var fill := Color.from_hsv(hue, 0.6, 0.85)
var half: int = 6
var square := Rect2(Vector2(-half, -half), Vector2(half * 2, half * 2))
draw_rect(square, fill)
draw_rect(square, Color(0.0, 0.0, 0.0, 0.75), false, 1.0)
# Quality border — drawn over the dark outline, colour per quality tier.
# NORMAL has no extra border (base outline is sufficient).
match quality:
Quality.SHODDY:
draw_rect(square, Color(0.40, 0.40, 0.40), false, 1.0)
Quality.EXCELLENT:
draw_rect(square, Color(0.20, 0.55, 0.95), false, 1.0)
Quality.MASTERWORK:
draw_rect(square, Color(0.85, 0.55, 0.10), false, 1.0)
Quality.LEGENDARY:
draw_rect(square, Color(0.85, 0.10, 0.80), false, 2.0)
_:
pass # NORMAL — no extra border
# Stack count badge — bottom-right corner of the square, font_size 7.
if stack_size > 1:
var label := Strings.t(&"item.stack_count").format({"n": stack_size})
draw_string(
ThemeDB.fallback_font,
Vector2(half - 1, half - 1),
label,
HORIZONTAL_ALIGNMENT_RIGHT,
-1,
7,
Color(0.0, 0.0, 0.0, 0.6) # drop-shadow offset below
)
draw_string(
ThemeDB.fallback_font,
Vector2(half - 2, half - 2),
label,
HORIZONTAL_ALIGNMENT_RIGHT,
-1,
7,
Color(1.0, 1.0, 1.0, 1.0)
)
# ── helpers ───────────────────────────────────────────────────────────────────
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
)