Three-agent fan-out reusing the contracts-first pattern: Opus pre-wrote
World.clear_all + 4 EventBus signals (save_started/finished, load_started/
finished) before dispatch. Pattern proven across Phases 12/13/14/15/16.
Entity to_dict/from_dict + class_id tagging (Agent A):
- class_id tag added to all 18 entity to_dict methods for loader routing
- Missing pairs filled in: wolf, grave_slot, graveyard_zone, stockpile_zone,
crate (from_dict). All defensive with d.get(field, default).
- Workbench round-trips label_text so Carpenter/Smelter/Millstone/Hearth/
Pyre kinds survive reload
- BeautySystem + DirtinessSystem save_dict/apply_dict for sparse maps
- World.save_tilemap_layers / apply_tilemap_layers covering 5 layers
(Terrain/Floor/Wall/Designation/Roof; Fog runtime-only skipped)
SaveSystem v2 rewrite (Agent B):
- SAVE_VERSION bumped from 1 to 2
- write_save(slot) pauses Sim, emits save_started, collects every entity
via _collect_entities iterating all World registries, writes payload to
user://save_<slot>.json
- apply_save full rewrite: pause sim → emit load_started → World.clear_all
→ apply autoloads (GameState/Clock/Weather/Storyteller) → apply tilemap
layers → iterate payload.entities and dispatch to per-class factories
→ apply beauty/dirt maps → emit load_finished(slot, ok, real_seconds_away)
- Per-class factory registry: 18 class_ids dispatched to setup+add_child+
from_dict patterns. CremationPyre detected via workbench.label_text == 'Pyre'
- Public slot API: save_to_slot/load_from_slot/has_save/delete_save/
peek_save_metadata. Slots locked: &manual + &autosave
Autosave + UI + Resume toast (Agent C):
- autoload/autosave.gd — new Autosave autoload. Periodic every
AUTOSAVE_INTERVAL_TICKS = 6000 (~5 in-game min at 20 Hz) + NOTIFICATION_
APPLICATION_PAUSED (mobile) + NOTIFICATION_WM_WINDOW_FOCUS_OUT (desktop).
Gated by _busy flag tied to EventBus.save_started/save_finished.
- TopBar extended with SaveBtn (💾) + LoadBtn buttons, 48×48 min hit area
- scenes/ui/load_menu.gd — CanvasLayer slot picker. Reads peek_save_metadata
to show 'Manual save (Date Time)' / 'Autosave (Date Time)' rows.
Version-mismatch warning dialog before continuing on older saves.
- scenes/ui/resume_toast.gd — top-center toast. On load_finished(ok=true):
'Welcome back — N minutes/hours away' for 5s + 0.8s fade.
On ok=false: 'Load failed (corrupt or version mismatch)'.
- Strings catalog: 14 new keys (ui.save / ui.load / ui.welcome_back_* /
ui.load_failed etc.)
- main.gd mounts LoadMenu + ResumeToast as runtime CanvasLayer children
MCP runtime verified:
- Saved at tick 1137 → [save] wrote slot 'manual': 113 entities at tick 1137
- Advanced sim to tick 4600 at ULTRA speed (different state)
- load_from_slot(&manual) → [save] applied slot 'manual': 113 entities,
0 errors, tick=1137, away=34s
- post-load: Sim.tick=1137 (restored), pawns alive=3, all furniture +
workbenches + crops + walls + floors back in place
- Resume toast fires: [resume_toast] showing — ok=true seconds_away=34
- Autosave on focus-loss verified: [autosave] focus-loss → wrote autosave
- Screenshot shows TopBar with Save + Load buttons + post-load Lone Wolf
storyteller modal from fresh dawn roll
Known acceptable gaps (deferred to Phase 20 tuning):
- Pawn JobRunner mid-INTERACT/mid-BUILD restarts from toil 0 on reload
(walk toil round-trips; multi-step interact does not). Pawns lose a few
seconds of work.
- Workbench bill mid-craft fetch state isn't fully serialized.
- Wolf.target_pawn re-resolution from name string is Agent A's documented
pattern; Agent B's apply_save respects pawn-restoration ordering so the
resolution works after pawns are back.
Delegation: 3× gdscript-refactor (Sonnet) agents in parallel; integration
+ MCP verify on Opus.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
134 lines
4.9 KiB
GDScript
134 lines
4.9 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)
|
|
|
|
|
|
# ── save / load ───────────────────────────────────────────────────────────────
|
|
|
|
func to_dict() -> Dictionary:
|
|
return {
|
|
"class_id": &"graveyard_zone",
|
|
"region_x": region.position.x,
|
|
"region_y": region.position.y,
|
|
"region_w": region.size.x,
|
|
"region_h": region.size.y,
|
|
"priority": int(priority),
|
|
"label": label,
|
|
}
|
|
|
|
|
|
func from_dict(d: Dictionary) -> void:
|
|
region = Rect2i(
|
|
int(d.get("region_x", 0)),
|
|
int(d.get("region_y", 0)),
|
|
int(d.get("region_w", 4)),
|
|
int(d.get("region_h", 4))
|
|
)
|
|
priority = d.get("priority", StorageDestination.Priority.NORMAL) as StorageDestination.Priority
|
|
label = str(d.get("label", "Graveyard"))
|
|
queue_redraw()
|
|
|
|
|
|
# ── 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
|