rimlike/scenes/entities/floor.gd
megaproxy 19d28ca9f8 Phase 16: Save/load full coverage + autosave + UI
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>
2026-05-11 19:24:59 +01:00

170 lines
6 KiB
GDScript
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

class_name Floor extends Node2D
## Floor entity — built by a pawn with a Build job. Stamps the Floor TileMap
## layer once complete. Floors do NOT block pathfinding.
##
## Floor is ground-level: its render origin sits at the tile centre (not
## bottom-anchored like Wall/Door). Y-sort is not needed because floor sprites
## always sort below any tall entity at the same tile.
##
## Build model (docs/implementation.md Phase 5):
## A ConstructionProvider creates a Job whose BUILD toil calls on_build_tick()
## once per sim tick via JobRunner. After BUILD_TICKS ticks the floor is
## complete: it stamps the data-layer TileMap (World.mark_floor_tile) and
## transitions from ghost (40% alpha) to solid.
##
## World registration: World.register_build_site / World.unregister_build_site
## are called from _ready / _exit_tree. Methods land in the Opus integration pass.
const TILE_SIZE_PX: int = 16
## Sim ticks to lay a floor at 1× speed (30 ticks = 1.5 sim seconds).
const BUILD_TICKS: int = 30
const MATERIAL_WOOD: StringName = &"wood"
const MATERIAL_STONE: StringName = &"stone"
const MATERIAL_DIRT: StringName = &"dirt"
# ── state ──────────────────────────────────────────────────────────────────────
@export var floor_material: StringName = MATERIAL_WOOD
@export var tile: Vector2i = Vector2i.ZERO
## 0..BUILD_TICKS.
var build_progress: int = 0
var _completed: bool = false
# ── lifecycle ──────────────────────────────────────────────────────────────────
func _ready() -> void:
World.register_build_site(self)
func _exit_tree() -> void:
World.unregister_build_site(self)
# ── public API ─────────────────────────────────────────────────────────────────
## One-shot initialiser. Call after add_child() so _ready() has already fired.
func setup(p_tile: Vector2i, p_material: StringName) -> void:
tile = p_tile
floor_material = p_material
# Floor renders at tile centre (not bottom-anchored).
position = Vector2(
tile.x * TILE_SIZE_PX + TILE_SIZE_PX / 2.0,
tile.y * TILE_SIZE_PX + TILE_SIZE_PX / 2.0
)
queue_redraw()
Audit.log("floor", "%s floor ghost placed at %s" % [floor_material, tile])
## True while the floor still needs construction work.
func is_buildable() -> bool:
return not _completed
## Human-readable label for job descriptions and Audit logs.
func label() -> String:
return "%s floor" % floor_material
## Called by the BUILD toil in JobRunner once per sim tick.
func on_build_tick() -> void:
if _completed:
return
build_progress += 1
queue_redraw()
if build_progress >= BUILD_TICKS:
_complete()
## True once the floor has been fully laid.
func is_completed() -> bool:
return _completed
# ── save / load ────────────────────────────────────────────────────────────────
func to_dict() -> Dictionary:
return {
"class_id": &"floor",
"tile_x": tile.x,
"tile_y": tile.y,
"material": str(floor_material),
"build_progress": build_progress,
"completed": _completed,
}
static func from_dict(d: Dictionary) -> Dictionary:
return {
"tile_x": int(d.get("tile_x", 0)),
"tile_y": int(d.get("tile_y", 0)),
"material": str(d.get("material", "wood")),
"build_progress": int(d.get("build_progress", 0)),
"completed": bool(d.get("completed", false)),
}
# ── render ─────────────────────────────────────────────────────────────────────
func _draw() -> void:
# 16×16 tile centred on origin.
var alpha: float = 1.0 if _completed else 0.4
var half: float = TILE_SIZE_PX / 2.0
match floor_material:
MATERIAL_WOOD:
_draw_wood_floor(alpha, half)
MATERIAL_STONE:
_draw_stone_floor(alpha, half)
_: # MATERIAL_DIRT and any future materials
_draw_dirt_floor(alpha, half)
func _draw_wood_floor(alpha: float, half: float) -> void:
var base := Color(0.58, 0.40, 0.20, alpha)
var plank := Color(0.50, 0.34, 0.16, alpha)
draw_rect(Rect2(Vector2(-half, -half), Vector2(TILE_SIZE_PX, TILE_SIZE_PX)), base)
# Horizontal plank lines.
for y_offset in [-3.0, 2.0]:
draw_line(
Vector2(-half, y_offset),
Vector2(half, y_offset),
plank, 1.0
)
draw_rect(Rect2(Vector2(-half, -half), Vector2(TILE_SIZE_PX, TILE_SIZE_PX)), Color(0.0, 0.0, 0.0, 0.3 * alpha), false, 1.0)
func _draw_stone_floor(alpha: float, half: float) -> void:
var base := Color(0.60, 0.60, 0.57, alpha)
var joint := Color(0.45, 0.45, 0.43, alpha)
draw_rect(Rect2(Vector2(-half, -half), Vector2(TILE_SIZE_PX, TILE_SIZE_PX)), base)
# Stone tile grid lines.
draw_line(Vector2(0.0, -half), Vector2(0.0, half), joint, 1.0)
draw_line(Vector2(-half, 0.0), Vector2(half, 0.0), joint, 1.0)
draw_rect(Rect2(Vector2(-half, -half), Vector2(TILE_SIZE_PX, TILE_SIZE_PX)), Color(0.0, 0.0, 0.0, 0.3 * alpha), false, 1.0)
func _draw_dirt_floor(alpha: float, half: float) -> void:
var base := Color(0.42, 0.30, 0.18, alpha)
draw_rect(Rect2(Vector2(-half, -half), Vector2(TILE_SIZE_PX, TILE_SIZE_PX)), base)
draw_rect(Rect2(Vector2(-half, -half), Vector2(TILE_SIZE_PX, TILE_SIZE_PX)), Color(0.0, 0.0, 0.0, 0.25 * alpha), false, 1.0)
# ── internal ───────────────────────────────────────────────────────────────────
func _complete() -> void:
_completed = true
# Floors do NOT block pathfinding — no pathfinder call here.
World.mark_floor_tile(tile, floor_material)
queue_redraw()
Audit.log("floor", "%s floor completed at %s" % [floor_material, tile])