Each entity completion handler (wall/floor/door/bed/torch/workbench/crate /tree/rock/big_rock/grave_slot) now calls World.clear_designation_at(tile) so the orange/blue/etc. highlight overlay disappears with the job. BigRock iterates its footprint to clear all four tiles. World.designation_ctl is set during the scene boot wire-up; the helper no-ops when the controller is absent (e.g. headless tests).
176 lines
6.5 KiB
GDScript
176 lines
6.5 KiB
GDScript
class_name Floor extends Node2D
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## Floor entity — built by a pawn with a Build job. Stamps the Floor TileMap
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## layer once complete. Floors do NOT block pathfinding.
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##
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## Floor is ground-level: its render origin sits at the tile centre (not
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## bottom-anchored like Wall/Door). Y-sort is not needed because floor sprites
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## always sort below any tall entity at the same tile.
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##
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## Build model (docs/implementation.md Phase 5):
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## A ConstructionProvider creates a Job whose BUILD toil calls on_build_tick()
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## once per sim tick via JobRunner. After BUILD_TICKS ticks the floor is
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## complete: it stamps the data-layer TileMap (World.mark_floor_tile) and
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## transitions from ghost (40% alpha) to solid.
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##
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## World registration: World.register_build_site / World.unregister_build_site
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## are called from _ready / _exit_tree. Methods land in the Opus integration pass.
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const TILE_SIZE_PX: int = 16
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## Sim ticks to lay a floor at 1× speed (30 ticks = 1.5 sim seconds).
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const BUILD_TICKS: int = 30
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const MATERIAL_WOOD: StringName = &"wood"
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const MATERIAL_STONE: StringName = &"stone"
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const MATERIAL_DIRT: StringName = &"dirt"
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# ── state ──────────────────────────────────────────────────────────────────────
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@export var floor_material: StringName = MATERIAL_WOOD
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@export var tile: Vector2i = Vector2i.ZERO
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## 0..BUILD_TICKS.
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var build_progress: int = 0
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var _completed: bool = false
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# ── lifecycle ──────────────────────────────────────────────────────────────────
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func _ready() -> void:
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World.register_build_site(self)
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func _exit_tree() -> void:
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World.unregister_build_site(self)
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# ── public API ─────────────────────────────────────────────────────────────────
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## One-shot initialiser. Call after add_child() so _ready() has already fired.
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func setup(p_tile: Vector2i, p_material: StringName) -> void:
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tile = p_tile
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floor_material = p_material
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# Top-anchor (origin at tile's top edge) so Y-sort places the floor under
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# pawns standing on the same tile (pawns anchor at mid-tile, so pawn.y > floor.y).
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# _draw offsets compensate (rects span y=0..TILE_SIZE_PX, not -half..+half).
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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
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)
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queue_redraw()
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Audit.log("floor", "%s floor ghost placed at %s" % [floor_material, tile])
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## True while the floor still needs construction work.
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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 "%s floor" % floor_material
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## Called by the BUILD toil in JobRunner once per sim tick.
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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 floor has been fully laid.
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func is_completed() -> bool:
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return _completed
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# ── save / load ────────────────────────────────────────────────────────────────
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func to_dict() -> Dictionary:
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return {
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"class_id": &"floor",
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"tile_x": tile.x,
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"tile_y": tile.y,
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"material": str(floor_material),
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"build_progress": build_progress,
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"completed": _completed,
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}
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static func from_dict(d: Dictionary) -> Dictionary:
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return {
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"tile_x": int(d.get("tile_x", 0)),
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"tile_y": int(d.get("tile_y", 0)),
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"material": str(d.get("material", "wood")),
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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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}
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# ── render ─────────────────────────────────────────────────────────────────────
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func _draw() -> void:
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# 16×16 tile centred on origin.
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var alpha: float = 1.0 if _completed else 0.4
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var half: float = TILE_SIZE_PX / 2.0
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match floor_material:
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MATERIAL_WOOD:
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_draw_wood_floor(alpha, half)
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MATERIAL_STONE:
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_draw_stone_floor(alpha, half)
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_: # MATERIAL_DIRT and any future materials
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_draw_dirt_floor(alpha, half)
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func _draw_wood_floor(alpha: float, half: float) -> void:
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# Top-anchored origin: rect spans (-half, 0) to (+half, TILE_SIZE_PX).
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var base := Color(0.58, 0.40, 0.20, alpha)
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var plank := Color(0.50, 0.34, 0.16, alpha)
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draw_rect(Rect2(Vector2(-half, 0.0), Vector2(TILE_SIZE_PX, TILE_SIZE_PX)), base)
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# Horizontal plank lines (offsets are from tile centre = +half from origin).
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for y_offset in [5.0, 10.0]:
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draw_line(
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Vector2(-half, y_offset),
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Vector2(half, y_offset),
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plank, 1.0
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)
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draw_rect(Rect2(Vector2(-half, 0.0), Vector2(TILE_SIZE_PX, TILE_SIZE_PX)), Color(0.0, 0.0, 0.0, 0.3 * alpha), false, 1.0)
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func _draw_stone_floor(alpha: float, half: float) -> void:
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# Top-anchored origin: rect spans (-half, 0) to (+half, TILE_SIZE_PX).
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var base := Color(0.60, 0.60, 0.57, alpha)
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var joint := Color(0.45, 0.45, 0.43, alpha)
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draw_rect(Rect2(Vector2(-half, 0.0), Vector2(TILE_SIZE_PX, TILE_SIZE_PX)), base)
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# Stone tile grid lines (cross at tile centre).
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draw_line(Vector2(0.0, 0.0), Vector2(0.0, TILE_SIZE_PX), joint, 1.0)
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draw_line(Vector2(-half, half), Vector2(half, half), joint, 1.0)
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draw_rect(Rect2(Vector2(-half, 0.0), Vector2(TILE_SIZE_PX, TILE_SIZE_PX)), Color(0.0, 0.0, 0.0, 0.3 * alpha), false, 1.0)
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func _draw_dirt_floor(alpha: float, half: float) -> void:
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# Top-anchored origin: rect spans (-half, 0) to (+half, TILE_SIZE_PX).
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var base := Color(0.42, 0.30, 0.18, alpha)
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draw_rect(Rect2(Vector2(-half, 0.0), Vector2(TILE_SIZE_PX, TILE_SIZE_PX)), base)
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draw_rect(Rect2(Vector2(-half, 0.0), Vector2(TILE_SIZE_PX, TILE_SIZE_PX)), Color(0.0, 0.0, 0.0, 0.25 * alpha), false, 1.0)
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# ── internal ───────────────────────────────────────────────────────────────────
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func _complete() -> void:
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_completed = true
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# Floors do NOT block pathfinding — no pathfinder call here.
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World.mark_floor_tile(tile, floor_material)
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queue_redraw()
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World.clear_designation_at(tile)
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Audit.log("floor", "%s floor completed at %s" % [floor_material, tile])
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