rimlike/scenes/entities/tree.gd
megaproxy a4163ba222 Chop/mine designation gate + reachability gates on Doctor & Eat
Player reported pawns ignoring chop designations. Root cause:
ChopProvider/MineProvider iterated World.trees/World.rocks
unconditionally — paint set a null sentinel and never touched the entity,
so designation was cosmetic only. Pawns auto-chopped nearest unfelled tree.

* Added chop_designated: bool to Tree, mine_designated: bool to Rock and
  BigRock (footprint-aware: paint on any of the 4 footprint cells flags
  the boulder). Save/load round-trips the flag.

* world.gd._on_designation_added 'chop'/'mine' cases now find the entity
  at the painted tile and flip the flag. _on_designation_cleared inverts.

* Boot seed auto-designates SAMPLE_TREES / SAMPLE_ROCKS / SAMPLE_BIG_ROCKS
  so the cabin demo still produces wood + stone end-to-end without
  requiring the player to paint first.

Also from the same audit (researcher mapped all 11 WorkProviders):

* DoctorProvider + EatProvider now pre-check reachability with
  pathfinder.find_path before issuing a job, mirroring HaulingProvider's
  pattern. Previously they handed out doomed walks that JobRunner had to
  cancel, busy-spinning at 20 Hz.

Verified end-to-end via MCP runtime: undesignated tree/rock returns null
from provider; paint flips the flag and provider returns a chop/mine job;
un-paint clears the flag; BigRock footprint paint works on any of the 4
cells.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 14:53:50 +01:00

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## Tree entity — choppable by a pawn with a Chop job. Drops wood Item nodes
## when felled.
##
## Chopping model (docs/implementation.md Phase 4):
## A ChopProvider creates a Job whose INTERACT toil calls on_chop_tick() once
## per sim tick via JobRunner. After CHOP_TICKS ticks the tree is felled.
##
## World registration (World.register_tree / World.unregister_tree) is called
## here but the methods land in World during Opus integration.
class_name HarvestableTree extends Node2D
## NOTE: class_name is HarvestableTree because Godot 4 ships a built-in `Tree`
## Control node — using "Tree" would shadow that. Filename / scene name stay
## as `tree` because the game-side concept is still just "tree".
const TILE_SIZE_PX: int = 16
## Sim ticks to fell a tree at 1× speed (80 ticks = ~4 sim seconds at 20 Hz).
const CHOP_TICKS: int = 80
## Number of separate wood Item nodes dropped on fell.
const WOOD_DROPS_ON_FELL: int = 3
## Stack size per dropped Item (Phase 4 simplicity: 3 items of stack 1 each).
const STACK_SIZE_PER_DROP: int = 1
# ── state ─────────────────────────────────────────────────────────────────────
var tile: Vector2i = Vector2i.ZERO
## 0..CHOP_TICKS. Advanced by on_chop_tick(); tree is felled when equal to CHOP_TICKS.
var chop_progress: int = 0
## True once a player has painted a chop designation on this tree. ChopProvider
## ignores undesignated trees (Rimworld parity — pawns don't auto-chop).
var chop_designated: bool = false
# Preloaded scene for spawned wood items.
const ITEM_SCENE: PackedScene = preload("res://scenes/entities/item.tscn")
## ElvGames Grasslands tree pack — 4 variants laid out left-to-right.
## Each variant is 64×80 px; trunk base sits in the bottom ~10 rows. We anchor
## the sprite center 32 px above tile origin so the trunk bottom lands at the
## tile's bottom edge and the canopy rises into the cells above.
const _TREE_TEX: Texture2D = preload("res://art/sprites/FG_Tree_Spring.png")
const _TREE_VARIANT_W: int = 64
const _TREE_VARIANT_H: int = 80
const _TREE_VARIANT_COUNT: int = 4
# ── lifecycle ─────────────────────────────────────────────────────────────────
func _ready() -> void:
position = _tile_to_world(tile)
_build_sprite()
# Y-sort so the canopy draws behind walls/pawns that are visually south of
# the trunk base. Position.y is the trunk-base row.
y_sort_enabled = true
World.register_tree(self)
## Adds a Sprite2D child painted with one of the 4 ElvGames tree variants.
## Variant chosen deterministically from the tile coord so the same tile always
## gets the same tree silhouette across boots and load/save.
func _build_sprite() -> void:
var sprite := Sprite2D.new()
sprite.name = "Sprite"
sprite.texture = _TREE_TEX
sprite.region_enabled = true
var variant: int = (tile.x * 31 + tile.y * 17) % _TREE_VARIANT_COUNT
sprite.region_rect = Rect2(variant * _TREE_VARIANT_W, 0, _TREE_VARIANT_W, _TREE_VARIANT_H)
sprite.centered = true
# Lift the sprite up so its bottom edge sits at the tile's bottom row.
# Sprite center is at offset.y; sprite half-height is _TREE_VARIANT_H/2 = 40.
# We want bottom edge at +8 (tile bottom) → center at 8 - 40 = -32.
sprite.offset = Vector2(0, -32)
# Render behind pawns/items that are at higher z_index; trees live at z=0.
sprite.z_index = 0
add_child(sprite)
func _exit_tree() -> void:
World.unregister_tree(self)
# ── public API ────────────────────────────────────────────────────────────────
## One-shot initialiser. Call after add_child() so _ready() already fired.
func setup(start_tile: Vector2i) -> void:
tile = start_tile
chop_progress = 0
position = _tile_to_world(tile)
queue_redraw()
Audit.log("tree", "spawned at %s" % tile)
## True when the tree hasn't been fully chopped yet.
func is_choppable() -> bool:
return chop_progress < CHOP_TICKS
## Called by the INTERACT toil in JobRunner once per sim tick while the pawn
## works this tree. Advances chop_progress and fells the tree when complete.
func on_chop_tick() -> void:
if not is_choppable():
return
chop_progress += 1
queue_redraw()
if chop_progress >= CHOP_TICKS:
fell()
## Drop wood Items and free this node. Called by on_chop_tick() automatically,
## but also accessible for scripted felling (debug, storyteller events).
func fell() -> void:
var drop_tiles := _pick_drop_tiles()
var drops_count := 0
for drop_tile in drop_tiles:
var item: Item = ITEM_SCENE.instantiate()
get_parent().add_child(item)
item.setup(Item.TYPE_WOOD, STACK_SIZE_PER_DROP, drop_tile)
drops_count += 1
Audit.log("tree", "felled at %s; %d wood drops" % [tile, drops_count])
queue_free()
# ── save / load ───────────────────────────────────────────────────────────────
func to_dict() -> Dictionary:
return {
"class_id": &"tree",
"tile_x": tile.x,
"tile_y": tile.y,
"chop_progress": chop_progress,
"chop_designated": chop_designated,
}
static func from_dict(d: Dictionary) -> Dictionary:
return {
"tile_x": int(d.get("tile_x", 0)),
"tile_y": int(d.get("tile_y", 0)),
"chop_progress": int(d.get("chop_progress", 0)),
"chop_designated": bool(d.get("chop_designated", false)),
}
# ── render ────────────────────────────────────────────────────────────────────
func _draw() -> void:
# Canopy + trunk now come from the Sprite2D child (see _build_sprite).
# This _draw renders only the chop-progress notch overlaid on the trunk.
if chop_progress > 0:
var ratio := float(chop_progress) / float(CHOP_TICKS)
var notch_depth := ratio * 3.0
draw_line(
Vector2(-2.0, 2.0 + notch_depth),
Vector2(2.0, 2.0),
Color(0.15, 0.08, 0.02, 0.9),
1.5
)
# ── helpers ───────────────────────────────────────────────────────────────────
## Returns up to WOOD_DROPS_ON_FELL tile positions for wood drops.
## Prefers the tree's own tile then walkable 4-neighbours; falls back to the
## tree tile for any remaining drops when neighbours are scarce.
func _pick_drop_tiles() -> Array[Vector2i]:
var chosen: Array[Vector2i] = []
# First drop always goes on the tree's tile itself.
chosen.append(tile)
# Remaining drops prefer walkable neighbours.
var offsets: Array[Vector2i] = [Vector2i(1, 0), Vector2i(-1, 0), Vector2i(0, 1), Vector2i(0, -1)]
for offset in offsets:
if chosen.size() >= WOOD_DROPS_ON_FELL:
break
var candidate: Vector2i = tile + offset
if World.pathfinder != null and World.pathfinder.is_walkable(candidate):
chosen.append(candidate)
# Fill any remaining slots with the tree tile (all 3 land there if boxed in).
while chosen.size() < WOOD_DROPS_ON_FELL:
chosen.append(tile)
return chosen
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
)