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>
449 lines
19 KiB
GDScript
449 lines
19 KiB
GDScript
class_name Workbench extends Node2D
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## Workbench entity — buildable structure where pawns craft items per bills.
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##
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## Rendered as a bottom-anchored sprite (Y-sorted) matching the 3/4-perspective
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## convention from Wall/Door. Ghost state (40% alpha) while construction is
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## in progress; solid once _completed.
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##
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## Variant appearance is driven by label_text:
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## "Carpenter" → warm-brown wood bench with a vise detail
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## "Smelter" → dark grey stone block with an orange ember glow
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## Other → generic warm-grey fallback
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##
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## Bill model (architecture.md "Production: workbenches, recipes, bills"):
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## bills[] — ordered queue of Bill objects (untyped; Bill class
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## is authored by a sibling agent and may not be
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## registered when this file compiles).
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## current_bill — the Bill actively being worked; null when idle.
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## current_work_progress — tick counter within the current craft cycle.
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## JobRunner._tick_craft increments this each sim tick.
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## Workbench resets it to 0 on cycle completion or
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## when the pawn leaves mid-craft.
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##
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## Save/load: to_dict / from_dict capture all persistent fields, including
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## each bill via bill.to_dict(). Mirrors the Crate save pattern.
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##
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## World registration: World.register_workbench / World.unregister_workbench
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## are called from _ready / _exit_tree.
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const TILE_SIZE_PX: int = 16
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## Sim ticks to build a workbench (90 ticks ≈ 4.5 sim seconds at 1×).
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const BUILD_TICKS: int = 90
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# ── Phase 11: light-source support ───────────────────────────────────────────
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## Workbenches whose label_text is in this list emit light when completed.
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## Currently only the Hearth (open-fire cooking) qualifies.
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const LIGHT_EMITTING_LABELS: Array[String] = ["Hearth"]
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## Sim-side Manhattan-distance light radius for the Hearth (tiles). Max 8.
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const HEARTH_LIGHT_RADIUS: int = 5
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## Pixel size of the procedural radial gradient used for PointLight2D.
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const LIGHT_TEXTURE_SIZE: int = 64
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# ── exports ───────────────────────────────────────────────────────────────────
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## Tile position of this workbench in world-tile coordinates.
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@export var tile: Vector2i = Vector2i.ZERO
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## Player-visible label. Also drives the _draw() variant.
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## Recognised values: "Carpenter", "Smelter", "Hearth", "Millstone". Others render generic.
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@export var label_text: String = "Workbench"
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## Which skill category this bench accepts.
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## CraftingProvider filters by this before assigning a pawn.
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@export var accepted_skill: StringName = &"crafting"
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# ── state ─────────────────────────────────────────────────────────────────────
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## Ticks of construction work applied so far. 0..BUILD_TICKS.
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var build_progress: int = 0
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## True once build_progress >= BUILD_TICKS.
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var _completed: bool = false
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## Ordered queue of Bill objects. Untyped so this file compiles before the
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## Bill class is registered by the sibling agent. CraftingProvider reads this.
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var bills: Array = []
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## The Bill being actively worked right now. null when idle.
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## Set by JobRunner when it begins a craft toil; cleared on completion or
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## when the pawn walks away (job cancelled / interrupted).
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var current_bill = null
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## Sim-tick progress within the current craft cycle. Incremented by
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## JobRunner._tick_craft once per sim tick. Reset to 0:
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## - when a craft completes (on_craft_complete)
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## - when no pawn is actively crafting (JobRunner cancel / pawn interruption)
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## JobRunner reads this to decide whether the recipe's work_ticks are done.
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var current_work_progress: int = 0
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## PointLight2D child for workbenches that emit light (Hearth). null for all
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## others. Built in _ready() when label_text is in LIGHT_EMITTING_LABELS;
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## enabled only after _complete() fires.
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var _light: PointLight2D = null
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# ── lifecycle ─────────────────────────────────────────────────────────────────
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func _ready() -> void:
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# Position is bottom-anchored so Y-sort occludes pawns correctly.
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position = Vector2(
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tile.x * TILE_SIZE_PX + TILE_SIZE_PX / 2.0,
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tile.y * TILE_SIZE_PX + TILE_SIZE_PX
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)
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World.register_workbench(self)
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# Phase 11: light-emitting workbenches register with the light-source registry.
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# All workbenches register; non-emitters return false from is_on() so
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# World.is_tile_lit() skips them at zero cost.
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World.register_light_source(self)
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if label_text in LIGHT_EMITTING_LABELS:
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_light = _build_point_light_2d()
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add_child(_light)
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_light.enabled = false # dark until built
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queue_redraw()
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func _exit_tree() -> void:
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World.unregister_workbench(self)
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World.unregister_light_source(self)
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## One-shot initialiser. Call after add_child() so _ready() has fired.
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func setup(p_tile: Vector2i) -> void:
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tile = p_tile
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position = Vector2(
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tile.x * TILE_SIZE_PX + TILE_SIZE_PX / 2.0,
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tile.y * TILE_SIZE_PX + TILE_SIZE_PX
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)
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queue_redraw()
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# ── BuildJob interface ────────────────────────────────────────────────────────
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## True while the workbench still needs construction work.
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## JobRunner's BUILD toil checks this to decide when the toil is done.
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func is_buildable() -> bool:
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return not _completed
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## Human-readable label for job descriptions and Audit logs.
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func label() -> String:
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return label_text
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## Called by the BUILD toil in JobRunner once per sim tick.
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## Advances build_progress; completes the workbench at BUILD_TICKS.
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func on_build_tick() -> void:
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if _completed:
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return
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build_progress += 1
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queue_redraw()
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if build_progress >= BUILD_TICKS:
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_complete()
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## True once the workbench has been fully built.
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func is_completed() -> bool:
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return _completed
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# ── Bills ─────────────────────────────────────────────────────────────────────
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## Append a bill to the queue.
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func add_bill(b) -> void:
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bills.append(b)
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Audit.log("workbench", "%s: bill added — recipe '%s'" % [label_text, b.recipe.id])
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## Return the first bill that is active and whose required_skill matches
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## this bench's accepted_skill. Returns null when none qualify.
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## CraftingProvider calls this; JobRunner also calls it when the current_bill
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## becomes inactive (UNTIL_N threshold reached, paused, etc.).
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func find_active_bill():
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for b in bills:
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if not b.is_active():
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continue
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if b.recipe.required_skill != accepted_skill:
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continue
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return b
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return null
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# ── Craft-cycle hooks (called by JobRunner) ───────────────────────────────────
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## JobRunner calls this when it starts working a bill on this bench.
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## Stores the active bill and resets the tick counter.
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func begin_craft(b) -> void:
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current_bill = b
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current_work_progress = 0
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## JobRunner calls this once per sim tick while a pawn is actively crafting.
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## Returns true when the recipe's work_ticks have been reached (craft done).
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func tick_craft() -> bool:
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if current_bill == null:
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return false
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current_work_progress += 1
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return current_work_progress >= current_bill.recipe.work_ticks
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## JobRunner calls this on craft completion before spawning the output item.
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## Records the completion on the bill, resets state.
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func on_craft_complete() -> void:
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if current_bill != null:
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current_bill.record_completion()
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current_bill = null
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current_work_progress = 0
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## JobRunner calls this when the craft is interrupted (pawn leaves, cancel, etc.).
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## Resets in-progress state so another pawn can start fresh.
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func on_craft_interrupted() -> void:
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current_bill = null
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current_work_progress = 0
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# ── Phase 11: light-source duck-type interface ────────────────────────────────
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## Shared by Torch. World.is_tile_lit() and the "in darkness" thought call these.
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## True when this workbench emits light and has finished construction.
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## Non-emitting workbenches (Carpenter, Smelter, Millstone) always return false.
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func is_on() -> bool:
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return _completed and label_text in LIGHT_EMITTING_LABELS
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## The tile this light source occupies (for Manhattan-distance calculation).
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func get_light_tile() -> Vector2i:
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return tile
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## The sim-side Manhattan-distance radius of this light source.
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## Returns 0 for non-emitting workbenches; World.is_tile_lit() still calls this
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## but d <= 0 is never true for a non-adjacent tile so it's a no-op in practice.
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func get_light_radius() -> int:
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if label_text in LIGHT_EMITTING_LABELS:
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return HEARTH_LIGHT_RADIUS
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return 0
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# ── save / load ───────────────────────────────────────────────────────────────
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## Serialise workbench state for World save (wired in Phase 16).
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func to_dict() -> Dictionary:
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var bills_data: Array = []
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for b in bills:
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bills_data.append(b.to_dict())
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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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"label_text": label_text,
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"accepted_skill": String(accepted_skill),
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"build_progress": build_progress,
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"completed": _completed,
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"current_work_progress": current_work_progress,
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"bills": bills_data,
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}
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## Restore from a dict produced by to_dict().
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## Bill objects are reconstructed by the caller using Bill.from_dict() once the
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## Bill class is registered. current_bill is left null — JobRunner reconnects
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## from its own saved state on the next sim tick.
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func from_dict(d: Dictionary) -> void:
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tile = Vector2i(int(d.get("tile_x", 0)), int(d.get("tile_y", 0)))
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label_text = str(d.get("label_text", "Workbench"))
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accepted_skill = StringName(d.get("accepted_skill", "crafting"))
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build_progress = int(d.get("build_progress", 0))
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_completed = bool(d.get("completed", false))
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current_work_progress = int(d.get("current_work_progress", 0))
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# Bills are re-populated by World.load_workbenches() after Bill class loads.
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# Raw dicts are kept in the dict; the caller handles reconstruction.
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setup(tile)
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# ── render ─────────────────────────────────────────────────────────────────────
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func _draw() -> void:
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# 3/4-perspective bench rendering — fits within the tile (16×16 local box).
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# Origin (0,0) = tile bottom-centre. Tile spans local Y: -16 to 0.
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# Two-band look (matches Wall): lit top band + shaded front face.
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# Ghost (not yet built) draws at 0.4 alpha.
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var alpha: float = 1.0 if _completed else 0.4
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match label_text:
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"Carpenter":
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_draw_carpenter(alpha)
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"Smelter":
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_draw_smelter(alpha)
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"Hearth":
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_draw_hearth(alpha)
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"Millstone":
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_draw_millstone(alpha)
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_:
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_draw_generic(alpha)
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func _draw_carpenter(alpha: float) -> void:
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# Warm-brown wood bench. Top band lit, front face darker.
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# Vise/saw detail: a small darker square at the top-right corner of the
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# front face to suggest a mounted tool.
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var top_face := Color(0.62, 0.45, 0.25, alpha)
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var front_face := Color(0.52, 0.36, 0.18, alpha)
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var plank := Color(0.34, 0.22, 0.10, alpha)
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var vise := Color(0.28, 0.18, 0.08, alpha)
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var outline := Color(0.20, 0.12, 0.04, 0.7 * alpha)
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# Top face — lit strip at upper-third of tile.
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draw_rect(Rect2(Vector2(-8.0, -16.0), Vector2(16.0, 5.0)), top_face)
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# Front face — lower body.
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draw_rect(Rect2(Vector2(-8.0, -11.0), Vector2(16.0, 11.0)), front_face)
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# Horizontal plank seam across the front face.
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draw_line(Vector2(-8.0, -6.0), Vector2(8.0, -6.0), plank, 1.0)
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# Vise detail: 4×4 px darker square at top-right of front face.
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draw_rect(Rect2(Vector2(3.0, -11.0), Vector2(4.0, 4.0)), vise)
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# Top/front edge horizon line.
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draw_line(Vector2(-8.0, -11.0), Vector2(8.0, -11.0), plank, 1.0)
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# Tile outline.
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draw_rect(Rect2(Vector2(-8.0, -16.0), Vector2(16.0, 16.0)), outline, false, 1.0)
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func _draw_smelter(alpha: float) -> void:
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# Dark grey stone block. Top band slightly lighter.
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# Ember glow: orange rect centred at the bottom of the front face.
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var top_face := Color(0.42, 0.42, 0.40, alpha)
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var front_face := Color(0.32, 0.32, 0.30, alpha)
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var mortar := Color(0.20, 0.20, 0.18, alpha)
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var ember := Color(0.95, 0.45, 0.10, alpha)
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var outline := Color(0.14, 0.14, 0.12, 0.7 * alpha)
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# Top face.
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draw_rect(Rect2(Vector2(-8.0, -16.0), Vector2(16.0, 5.0)), top_face)
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# Front face.
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draw_rect(Rect2(Vector2(-8.0, -11.0), Vector2(16.0, 11.0)), front_face)
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# Mortar line.
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draw_line(Vector2(-8.0, -6.0), Vector2(8.0, -6.0), mortar, 1.0)
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# Ember glow: 6×3 px orange rect, horizontally centred, at bottom of front face.
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draw_rect(Rect2(Vector2(-3.0, -3.0), Vector2(6.0, 3.0)), ember)
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# Top/front edge horizon line.
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draw_line(Vector2(-8.0, -11.0), Vector2(8.0, -11.0), mortar, 1.0)
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# Tile outline.
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draw_rect(Rect2(Vector2(-8.0, -16.0), Vector2(16.0, 16.0)), outline, false, 1.0)
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func _draw_hearth(alpha: float) -> void:
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# Dark grey stone block with a large orange flame at centre of front face and
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# a thin smoke wisp poking above the top face. Visually heavier than the
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# Smelter (which has a small ember) to signal open-fire cooking.
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var top_face := Color(0.35, 0.30, 0.25, alpha)
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var front_face := Color(0.28, 0.24, 0.20, alpha)
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var mortar := Color(0.18, 0.14, 0.12, alpha)
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var flame := Color(0.95, 0.55, 0.10, alpha)
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var smoke := Color(0.72, 0.70, 0.68, alpha * 0.6)
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var outline := Color(0.14, 0.10, 0.08, 0.7 * alpha)
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# Top face.
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draw_rect(Rect2(Vector2(-8.0, -16.0), Vector2(16.0, 5.0)), top_face)
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# Front face.
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draw_rect(Rect2(Vector2(-8.0, -11.0), Vector2(16.0, 11.0)), front_face)
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# Mortar seam.
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draw_line(Vector2(-8.0, -6.0), Vector2(8.0, -6.0), mortar, 1.0)
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# Flame: 6×4 px orange rect, horizontally centred in the front face.
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draw_rect(Rect2(Vector2(-3.0, -8.0), Vector2(6.0, 4.0)), flame)
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# Smoke wisp: 1×2 px vertical light-grey rect rising above the top face.
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draw_rect(Rect2(Vector2(-0.5, -18.0), Vector2(1.0, 2.0)), smoke)
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# Top/front edge horizon line.
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draw_line(Vector2(-8.0, -11.0), Vector2(8.0, -11.0), mortar, 1.0)
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# Tile outline.
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draw_rect(Rect2(Vector2(-8.0, -16.0), Vector2(16.0, 16.0)), outline, false, 1.0)
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func _draw_millstone(alpha: float) -> void:
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# Very light grey stone block with a circular dark-grey stone wheel inset
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# at the centre of the front face. Suggests a grinding wheel.
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var top_face := Color(0.78, 0.78, 0.72, alpha)
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var front_face := Color(0.65, 0.65, 0.60, alpha)
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var seam := Color(0.45, 0.45, 0.42, alpha)
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var wheel := Color(0.40, 0.40, 0.36, alpha)
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var outline := Color(0.28, 0.28, 0.26, 0.7 * alpha)
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# Top face.
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draw_rect(Rect2(Vector2(-8.0, -16.0), Vector2(16.0, 5.0)), top_face)
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# Front face.
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draw_rect(Rect2(Vector2(-8.0, -11.0), Vector2(16.0, 11.0)), front_face)
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# Seam.
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draw_line(Vector2(-8.0, -6.0), Vector2(8.0, -6.0), seam, 1.0)
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# Stone wheel: filled circle radius 5 px, centred on the front face.
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draw_circle(Vector2(0.0, -5.5), 5.0, wheel)
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# Top/front edge horizon line.
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draw_line(Vector2(-8.0, -11.0), Vector2(8.0, -11.0), seam, 1.0)
|
||
# Tile outline.
|
||
draw_rect(Rect2(Vector2(-8.0, -16.0), Vector2(16.0, 16.0)), outline, false, 1.0)
|
||
|
||
|
||
func _draw_generic(alpha: float) -> void:
|
||
# Warm-grey fallback bench. Simple two-band block with a single seam.
|
||
var top_face := Color(0.58, 0.55, 0.50, alpha)
|
||
var front_face := Color(0.42, 0.40, 0.36, alpha)
|
||
var seam := Color(0.30, 0.28, 0.25, alpha)
|
||
var outline := Color(0.20, 0.18, 0.16, 0.7 * alpha)
|
||
|
||
draw_rect(Rect2(Vector2(-8.0, -16.0), Vector2(16.0, 5.0)), top_face)
|
||
draw_rect(Rect2(Vector2(-8.0, -11.0), Vector2(16.0, 11.0)), front_face)
|
||
draw_line(Vector2(-8.0, -6.0), Vector2(8.0, -6.0), seam, 1.0)
|
||
draw_line(Vector2(-8.0, -11.0), Vector2(8.0, -11.0), seam, 1.0)
|
||
draw_rect(Rect2(Vector2(-8.0, -16.0), Vector2(16.0, 16.0)), outline, false, 1.0)
|
||
|
||
|
||
# ── internal ──────────────────────────────────────────────────────────────────
|
||
|
||
func _complete() -> void:
|
||
_completed = true
|
||
# Phase 11: enable PointLight2D for light-emitting workbenches on completion.
|
||
if _light != null:
|
||
_light.enabled = is_on()
|
||
queue_redraw()
|
||
Audit.log("workbench", "%s built at %s" % [label_text, tile])
|
||
# Phase 13 — notify BeautySystem so nearby tile beauty scores update.
|
||
# Hearth gets base beauty 4 (warm glow); other benches get 1.
|
||
# Beauty lookup key is label_text ("Hearth", "Carpenter", etc.).
|
||
var bs = World.get("beauty_system")
|
||
if bs != null:
|
||
bs.register_furniture(self)
|
||
bs.recompute_around(tile)
|
||
|
||
|
||
# ── Phase 11: internal light helpers ─────────────────────────────────────────
|
||
|
||
## Construct and return the PointLight2D that provides Godot-side visual lighting.
|
||
## Mirrors Torch._build_point_light_2d(). Duplicated here to avoid a cross-file
|
||
## dependency; the ~20 lines of duplication is the lesser cost.
|
||
func _build_point_light_2d() -> PointLight2D:
|
||
var p := PointLight2D.new()
|
||
p.texture = _build_radial_light_texture(LIGHT_TEXTURE_SIZE)
|
||
# Scale so the texture radius covers HEARTH_LIGHT_RADIUS tiles in world-pixels.
|
||
p.texture_scale = float(HEARTH_LIGHT_RADIUS) * float(TILE_SIZE_PX) / float(LIGHT_TEXTURE_SIZE) * 2.0
|
||
p.color = Color(1.0, 0.80, 0.50, 1.0) # warm hearthfire tint, slightly redder than torch
|
||
p.energy = 1.0
|
||
# Offset upward so the light originates from the flame area, not the tile base.
|
||
p.position = Vector2(0.0, -10.0)
|
||
return p
|
||
|
||
|
||
## Build a soft radial gradient Image and return it as an ImageTexture.
|
||
## White centre fades to transparent at the edge via smoothstep falloff.
|
||
static func _build_radial_light_texture(size: int) -> Texture2D:
|
||
var img := Image.create(size, size, false, Image.FORMAT_RGBA8)
|
||
var cx: float = float(size) / 2.0
|
||
var cy: float = float(size) / 2.0
|
||
var max_r: float = float(size) / 2.0
|
||
for x in size:
|
||
for y in size:
|
||
var dx: float = float(x) - cx
|
||
var dy: float = float(y) - cy
|
||
var d: float = sqrt(dx * dx + dy * dy)
|
||
var t: float = clampf(1.0 - d / max_r, 0.0, 1.0)
|
||
var a: float = t * t * (3.0 - 2.0 * t)
|
||
img.set_pixel(x, y, Color(1.0, 1.0, 1.0, a))
|
||
return ImageTexture.create_from_image(img)
|