rimlike/scenes/world/graveyard_zone.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

108 lines
4.2 KiB
GDScript

class_name GraveyardZone extends StorageDestination
## Phase 14 — Graveyard floor zone. Accepts corpses only.
##
## Structurally identical to StockpileZone but locked to Item.TYPE_CORPSE.
## The `accepts()` override adds a Corpse type-check so Items of type &"corpse"
## that are NOT Corpse entities never match (belt-and-suspenders).
##
## Visual: darker brownish overlay (brown-grey to read as turned earth) vs the
## yellow-tinted StockpileZone overlay.
##
## One slot per tile — corpses are large; one per cell mirrors design.md.
##
## Register/unregister with World.stockpiles happen automatically in
## _ready / _exit_tree — no external wiring needed.
##
## See docs/implementation.md Phase 14 "GraveyardZone".
## Region in tile coordinates.
@export var region: Rect2i = Rect2i(0, 0, 4, 4)
## Player-visible label shown in zone inspect UI (Phase 17).
@export var label: String = "Graveyard"
const _TILE_PX: int = 16
## Earthen-brown fill at two priority extremes — graveyard zones are fixed
## priority NORMAL; other Priority values are valid but unlikely to be set by
## the player in Phase 14. Tint distinguishes from StockpileZone yellow.
const _FILL_COLOR: Color = Color(0.40, 0.28, 0.18, 0.18) # dark earth brown
const _BORDER_COLOR: Color = Color(0.30, 0.20, 0.12, 0.55) # deeper border
func _ready() -> void:
z_index = -1
accepted_types = [Item.TYPE_CORPSE]
World.register_stockpile(self)
queue_redraw()
func _exit_tree() -> void:
World.unregister_stockpile(self)
# ── StorageDestination overrides ─────────────────────────────────────────────
func accepts(item) -> bool:
if priority == StorageDestination.Priority.OFF:
return false
# Must be type corpse AND an actual Corpse entity (not a regular Item).
if not item.has_method("get_item_type"):
return false
if item.get_item_type() != Item.TYPE_CORPSE:
return false
# Only accept if there is a dug GraveSlot at an open tile in our region.
return _find_open_grave_slot() != null
func covers_tile(tile: Vector2i) -> bool:
return region.has_point(tile)
## Scan region for an open dug GraveSlot. Returns the slot or null.
## "Open" means the slot is in DUG state (not yet occupied / being hauled to).
func find_drop_position(item) -> Vector2i:
if not accepts(item):
return Vector2i(-1, -1)
var slot = _find_open_grave_slot()
if slot == null:
return Vector2i(-1, -1)
return slot.tile
# ── drawing ───────────────────────────────────────────────────────────────────
func _draw() -> void:
var tile_px := float(_TILE_PX)
var rect_px := Rect2(
Vector2(region.position) * tile_px,
Vector2(region.size) * tile_px
)
draw_rect(rect_px, _FILL_COLOR, true)
draw_rect(rect_px, _BORDER_COLOR, false, 1.0)
# Small cross marker in the top-left corner of the zone as a visual cue.
var cross_center := Vector2(region.position) * tile_px + Vector2(tile_px * 0.5, tile_px * 0.5)
var cross_color := Color(_BORDER_COLOR.r, _BORDER_COLOR.g, _BORDER_COLOR.b, 0.70)
draw_line(cross_center + Vector2(0.0, -4.0), cross_center + Vector2(0.0, 4.0), cross_color, 1.5)
draw_line(cross_center + Vector2(-3.0, -1.5), cross_center + Vector2(3.0, -1.5), cross_color, 1.5)
# ── internal ─────────────────────────────────────────────────────────────────
## Returns the first GraveSlot within the region that is in DUG state and not
## already being hauled to. Returns null if none found.
func _find_open_grave_slot():
for x in range(region.position.x, region.position.x + region.size.x):
for y in range(region.position.y, region.position.y + region.size.y):
var cell := Vector2i(x, y)
# Look for a GraveSlot in World.stockpiles that covers this cell
# and is in DUG state.
for dest in World.stockpiles:
if dest == self:
continue
if not dest.has_method("is_grave_slot_dug"):
continue
if dest.covers_tile(cell) and dest.is_grave_slot_dug():
return dest
return null