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>
212 lines
7.9 KiB
GDScript
212 lines
7.9 KiB
GDScript
class_name Crop extends Node2D
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## Crop entity — a farm plant tile that grows through stages and is harvested by a pawn.
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##
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## Growth model (docs/implementation.md Phase 7):
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## SOWN → GROWING_1 → GROWING_2 → GROWING_3 → READY, each stage taking STAGE_TICKS sim ticks.
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## At 20 Hz, 200 ticks ≈ 10 sim seconds ≈ 2 in-game minutes at Fast speed.
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## "No growth indoors" rule (docs/design.md) lands in Phase 13 when the Roof flag
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## system is fully wired; for now crops always grow.
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##
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## A PlantProvider creates a Job whose INTERACT toil calls on_harvest_tick() or
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## on_sow_tick() once per sim tick via JobRunner. Both are single-tick completions.
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## The INTERACT toil finishes when is_harvestable() / is_sowable() returns false.
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##
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## World registration (World.register_crop / World.unregister_crop) is called here.
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const TILE_SIZE_PX: int = 16
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## Phase 7 ships wheat and potato. Phase 17 expands (berry, hop) per design.md.
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const KIND_WHEAT: StringName = &"wheat"
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const KIND_POTATO: StringName = &"potato"
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## Sim ticks per growth stage. 200 ticks × 4 stages = 800 total.
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## At 20 Hz × 5× speed = 100 ticks/sec → 8 real seconds per stage, 32 seconds full grow.
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const STAGE_TICKS: int = 200
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const STAGE_COUNT: int = 4
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enum Stage { TILLED, SOWN, GROWING_1, GROWING_2, GROWING_3, READY }
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@export var crop_kind: StringName = KIND_WHEAT
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@export var tile: Vector2i = Vector2i.ZERO
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var stage: Stage = Stage.SOWN
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## Progress within the current growth stage; 0..STAGE_TICKS.
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var stage_progress: int = 0
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# Phase 13 — "no growth indoors" rule. True once we've logged the first
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# indoor detection for this crop instance so we don't flood the audit log.
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var _logged_indoor: bool = false
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const ITEM_SCENE: PackedScene = preload("res://scenes/entities/item.tscn")
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# ── lifecycle ─────────────────────────────────────────────────────────────────
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func _ready() -> void:
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position = _tile_to_world(tile)
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World.register_crop(self)
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EventBus.sim_tick.connect(_on_sim_tick)
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queue_redraw()
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func _exit_tree() -> void:
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World.unregister_crop(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_kind: StringName, p_stage: Stage = Stage.SOWN) -> void:
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tile = p_tile
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crop_kind = p_kind
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stage = p_stage
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stage_progress = 0
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position = _tile_to_world(tile)
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queue_redraw()
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Audit.log("crop", "spawned %s at %s (stage=%s)" % [crop_kind, tile, Stage.keys()[stage]])
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## True when this crop can be harvested by a pawn.
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func is_harvestable() -> bool:
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return stage == Stage.READY
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## True when this crop can be sown by a pawn (bare tilled soil, no plant yet).
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func is_sowable() -> bool:
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return stage == Stage.TILLED
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## Called by the INTERACT toil in JobRunner once per sim tick while a pawn harvests.
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## Single-tick harvest: drops an output Item and resets to TILLED (re-sowable).
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func on_harvest_tick() -> void:
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if not is_harvestable():
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return
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var item_type := _harvest_output_for(crop_kind)
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var it: Item = ITEM_SCENE.instantiate()
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get_parent().add_child(it)
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it.setup(item_type, 1, tile)
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stage = Stage.TILLED
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stage_progress = 0
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Audit.log("crop", "harvested %s at %s → %s" % [crop_kind, tile, item_type])
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queue_redraw()
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## Called by the INTERACT toil in JobRunner once per sim tick while a pawn sows.
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## Single-tick sow: transitions TILLED → SOWN so growth begins on the next sim tick.
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func on_sow_tick() -> void:
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if not is_sowable():
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return
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stage = Stage.SOWN
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stage_progress = 0
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Audit.log("crop", "sown %s at %s" % [crop_kind, tile])
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queue_redraw()
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# ── growth ────────────────────────────────────────────────────────────────────
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func _on_sim_tick(_n: int) -> void:
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if stage == Stage.READY or stage == Stage.TILLED:
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return
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# Phase 13 — crops don't grow indoors (no sunlight under a roof).
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# World.is_indoor() returns false while RoomDetector has not yet fired, so
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# outdoor crops planted during boot are unaffected.
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if World.is_indoor(tile):
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if not _logged_indoor:
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Audit.log("crop", "%s at %s won't grow (indoor)" % [crop_kind, tile])
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_logged_indoor = true
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return
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# Crop has moved outdoors or was never indoors — reset the log flag so a
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# future re-roofing produces another audit line.
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_logged_indoor = false
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stage_progress += 1
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if stage_progress >= STAGE_TICKS:
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stage_progress = 0
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stage = (int(stage) + 1) as Stage
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queue_redraw()
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if stage == Stage.READY:
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Audit.log("crop", "%s ready at %s" % [crop_kind, tile])
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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": &"crop",
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"tile_x": tile.x,
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"tile_y": tile.y,
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"crop_kind": String(crop_kind),
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"stage": int(stage),
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"stage_progress": stage_progress,
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}
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## Returns a plain Dictionary spec for World to instantiate from.
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## Crops cannot reconstruct themselves standalone — they need a parent in the
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## scene tree. World adds the node, then calls setup() from the returned dict.
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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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"crop_kind": StringName(d.get("crop_kind", "wheat")),
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"stage": int(d.get("stage", Stage.SOWN)),
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"stage_progress": int(d.get("stage_progress", 0)),
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}
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# ── render ────────────────────────────────────────────────────────────────────
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func _draw() -> void:
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# Tilled-soil base: a small dark-earth square.
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var soil_color := Color(0.32, 0.20, 0.10)
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var soil_dark := Color(0.22, 0.14, 0.06)
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draw_rect(Rect2(Vector2(-7.0, -7.0), Vector2(14.0, 14.0)), soil_color)
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draw_rect(Rect2(Vector2(-7.0, -7.0), Vector2(14.0, 14.0)), soil_dark, false, 1.0)
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if stage == Stage.TILLED:
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return # Bare soil — no plant drawn.
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# stage_idx: 0 = SOWN, 4 = READY
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var stage_idx := int(stage) - int(Stage.SOWN)
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var height: float = lerp(2.0, 12.0, float(stage_idx) / float(STAGE_COUNT))
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var plant_color := _plant_color_for(crop_kind)
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# Stem
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draw_rect(Rect2(Vector2(-2.0, 5.0 - height), Vector2(4.0, height)), plant_color)
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# Foliage circle grows in from GROWING_2 onward
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if stage_idx >= 2:
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draw_circle(Vector2(0.0, 5.0 - height), 3.0 + float(stage_idx), plant_color)
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# Ready accent — grain head or potato cap
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if stage == Stage.READY:
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draw_circle(Vector2(0.0, 5.0 - height), 2.0, _ready_accent_for(crop_kind))
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# ── helpers ───────────────────────────────────────────────────────────────────
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func _harvest_output_for(kind: StringName) -> StringName:
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match kind:
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KIND_WHEAT: return Item.TYPE_GRAIN
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KIND_POTATO: return Item.TYPE_VEGETABLE
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_: return Item.TYPE_VEGETABLE # fallback
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func _plant_color_for(kind: StringName) -> Color:
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match kind:
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KIND_WHEAT: return Color(0.50, 0.65, 0.20) # bright green sprout
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KIND_POTATO: return Color(0.30, 0.55, 0.20) # darker green
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_: return Color(0.40, 0.60, 0.20)
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func _ready_accent_for(kind: StringName) -> Color:
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match kind:
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KIND_WHEAT: return Color(0.95, 0.85, 0.20) # golden grain head
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KIND_POTATO: return Color(0.95, 0.60, 0.30) # orange potato cap
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_: return Color(1.0, 0.4, 0.4)
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func _tile_to_world(t: Vector2i) -> Vector2:
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return Vector2(
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t.x * TILE_SIZE_PX + TILE_SIZE_PX / 2.0,
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t.y * TILE_SIZE_PX + TILE_SIZE_PX / 2.0
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)
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