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>
154 lines
6.8 KiB
GDScript
154 lines
6.8 KiB
GDScript
class_name CremationPyre extends Workbench
|
|
## Phase 14 — Cremation pyre furniture.
|
|
##
|
|
## Subclasses Workbench to reuse the build + bill machinery. The pyre uses a
|
|
## special `cremate_corpse` recipe that consumes a Corpse entity (hauled as
|
|
## Item.TYPE_CORPSE by the crafting toil's pickup-ingredient step) and 5 wood,
|
|
## producing 1 ash item dropped adjacent on completion.
|
|
##
|
|
## Variant appearance: label_text = "Pyre" triggers the _draw_pyre() branch
|
|
## (overrides _draw() in Workbench). accepted_skill = "manual_labor" (any
|
|
## laborer can cremate; no Crafting threshold needed).
|
|
##
|
|
## EventBus.corpse_cremated(corpse, pyre) is emitted on craft completion.
|
|
## The Corpse node is queue_free'd after the signal fires.
|
|
##
|
|
## Stub gap (documented):
|
|
## The existing single-ingredient Recipe supports one ingredient_type.
|
|
## cremate_corpse needs 1 corpse + 5 wood. This is expressed via
|
|
## ingredient2_type / ingredient2_count extended fields on Recipe
|
|
## (added in Phase 14 — see recipe.gd). CraftingProvider's ingredient
|
|
## pickup step must be updated to check ingredient2 before assigning a
|
|
## pawn; until that update lands, the pyre will work as a single-ingredient
|
|
## recipe (corpse-only) and the 5-wood secondary requirement is NOT enforced
|
|
## at runtime. This is the documented Phase 14 Agent C stub gap.
|
|
##
|
|
## World registration: shares Workbench.register_workbench /
|
|
## unregister_workbench (called by the parent's _ready / _exit_tree).
|
|
|
|
## Override label so Workbench._complete() logs "Pyre built at …"
|
|
## and _draw() dispatches to _draw_pyre().
|
|
func _init() -> void:
|
|
label_text = "Pyre"
|
|
accepted_skill = &"manual_labor"
|
|
|
|
|
|
func _ready() -> void:
|
|
label_text = "Pyre"
|
|
accepted_skill = &"manual_labor"
|
|
super._ready()
|
|
# Auto-populate a default FOREVER bill for the cremate_corpse recipe so
|
|
# the pyre is immediately usable once built.
|
|
var b := Bill.new()
|
|
b.recipe = RecipeCatalog.cremate_corpse()
|
|
b.mode = Bill.Mode.FOREVER
|
|
bills.append(b)
|
|
Audit.log("pyre", "CremationPyre ready at %s — bill added" % tile)
|
|
|
|
|
|
# ── craft-cycle hook override ─────────────────────────────────────────────────
|
|
|
|
## Called by JobRunner._tick_craft when a cremate_corpse craft completes.
|
|
## Drops an ash item adjacent to the pyre, emits corpse_cremated, and frees
|
|
## the Corpse entity that was consumed as an ingredient.
|
|
##
|
|
## The `pawn` argument is the pawn who completed the craft; used only for
|
|
## the "cremated_friend" thought signal path in EventBus listeners.
|
|
##
|
|
## NOTE: The standard Workbench.on_craft_complete() is called by JobRunner
|
|
## before this override runs (it clears current_bill / current_work_progress).
|
|
## We override at the pyre level to inject the ash-drop + signal + corpse-free
|
|
## after the base logic. JobRunner calls on_craft_complete() directly, so we
|
|
## shadow it here.
|
|
func on_craft_complete() -> void:
|
|
# Base Workbench cleanup (clears current_bill, resets work progress).
|
|
super.on_craft_complete()
|
|
|
|
# Find and consume the corpse that was hauled as ingredient.
|
|
var consumed_corpse = _find_consumed_corpse()
|
|
|
|
# Drop 1 ash item on an adjacent walkable tile (same pattern as
|
|
# Tree.fell() / Workbench output drops elsewhere in Phase 6).
|
|
var drop_tile := _pick_adjacent_drop_tile()
|
|
if drop_tile != Vector2i(-1, -1):
|
|
var ash := load("res://scenes/entities/item.tscn").instantiate()
|
|
get_parent().add_child(ash)
|
|
ash.setup(Item.TYPE_ASH, 1, drop_tile)
|
|
Audit.log("pyre", "Pyre at %s: cremation complete — ash dropped at %s" % [tile, drop_tile])
|
|
else:
|
|
Audit.log("pyre", "Pyre at %s: cremation complete — no adjacent tile for ash drop" % tile)
|
|
|
|
# Emit and clean up corpse.
|
|
if consumed_corpse != null:
|
|
Audit.log("pyre", "Pyre at %s: cremated '%s'" % [tile, consumed_corpse.deceased_name])
|
|
EventBus.corpse_cremated.emit(consumed_corpse, self)
|
|
consumed_corpse.queue_free()
|
|
else:
|
|
# Defensive: corpse may have already been freed by decay or another
|
|
# system during the crafting window.
|
|
Audit.log("pyre", "Pyre at %s: cremation complete but no corpse found (already freed?)" % tile)
|
|
|
|
|
|
# ── render ─────────────────────────────────────────────────────────────────────
|
|
|
|
## Override Workbench._draw() to dispatch to _draw_pyre() for the "Pyre" label.
|
|
func _draw() -> void:
|
|
var alpha: float = 1.0 if is_completed() else 0.4
|
|
_draw_pyre(alpha)
|
|
|
|
|
|
func _draw_pyre(alpha: float) -> void:
|
|
# Simple log-pile silhouette: dark-brown stone base with orange ember
|
|
# and ash-grey smoke wisps, suggesting an outdoor funeral pyre.
|
|
var base_top := Color(0.30, 0.22, 0.12, alpha) # charred wood / dirt
|
|
var base_front := Color(0.22, 0.15, 0.08, alpha)
|
|
var ember := Color(0.95, 0.45, 0.10, alpha)
|
|
var ash_grey := Color(0.70, 0.68, 0.65, alpha * 0.7)
|
|
var outline := Color(0.12, 0.08, 0.04, 0.7 * alpha)
|
|
|
|
# Top face — dark charred surface.
|
|
draw_rect(Rect2(Vector2(-8.0, -16.0), Vector2(16.0, 5.0)), base_top)
|
|
# Front face — very dark wood body.
|
|
draw_rect(Rect2(Vector2(-8.0, -11.0), Vector2(16.0, 11.0)), base_front)
|
|
# Ember glow — wide orange strip across the front, suggesting hot coals.
|
|
draw_rect(Rect2(Vector2(-5.0, -4.0), Vector2(10.0, 3.0)), ember)
|
|
# Smoke wisps — three thin vertical rects rising above the top face.
|
|
draw_rect(Rect2(Vector2(-3.0, -18.0), Vector2(1.0, 3.0)), ash_grey)
|
|
draw_rect(Rect2(Vector2(0.5, -19.0), Vector2(1.0, 4.0)), ash_grey)
|
|
draw_rect(Rect2(Vector2(3.0, -17.0), Vector2(1.0, 2.0)), ash_grey)
|
|
# Horizon line.
|
|
draw_line(Vector2(-8.0, -11.0), Vector2(8.0, -11.0), base_top, 1.0)
|
|
# Tile outline.
|
|
draw_rect(Rect2(Vector2(-8.0, -16.0), Vector2(16.0, 16.0)), outline, false, 1.0)
|
|
|
|
|
|
# ── helpers ───────────────────────────────────────────────────────────────────
|
|
|
|
## Scan World.corpses for the nearest corpse within 2 tiles (the crafting toil
|
|
## would have moved it to the pyre tile or an adjacent tile). Returns null if
|
|
## none found.
|
|
func _find_consumed_corpse():
|
|
var best = null
|
|
var best_d: int = 3 # max search radius
|
|
for c in World.corpses:
|
|
var d: int = abs(c.tile.x - tile.x) + abs(c.tile.y - tile.y)
|
|
if d < best_d:
|
|
best_d = d
|
|
best = c
|
|
return best
|
|
|
|
|
|
## Return a walkable adjacent tile for the ash drop. Prefers the 4 cardinal
|
|
## neighbours in a fixed priority order; falls back to the pyre's own tile if
|
|
## all neighbours are blocked.
|
|
func _pick_adjacent_drop_tile() -> Vector2i:
|
|
var candidates: Array[Vector2i] = [
|
|
tile + Vector2i(1, 0),
|
|
tile + Vector2i(-1, 0),
|
|
tile + Vector2i(0, 1),
|
|
tile + Vector2i(0, -1),
|
|
]
|
|
for c in candidates:
|
|
if World.pathfinder != null and World.pathfinder.is_walkable(c):
|
|
return c
|
|
return tile # fallback: drop on the pyre tile itself
|