rimlike/scenes/world/stockpile_zone.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

127 lines
4.6 KiB
GDScript

class_name StockpileZone extends StorageDestination
## Concrete floor stockpile zone. A rectangular region (in tile coords) that
## accepts items matching the filter and deposits them one-per-tile.
##
## Rendered as a translucent priority-tinted overlay via _draw(). The overlay
## is always visible — Phase 17 will toggle it when the Zones panel is open.
## z_index = -1 keeps the tint below items (z_index 0) and pawns.
##
## Register/unregister with World.stockpiles happen automatically in
## _ready / _exit_tree — no external wiring needed.
##
## One-stack-per-tile, one-type-per-tile rule (design.md).
##
## See docs/architecture.md "StockpileZone".
## Region in tile coordinates. (0,0) relative to this node's map position;
## in practice this node lives at world origin so region is in world-tile space.
@export var region: Rect2i = Rect2i(0, 0, 4, 4)
## Player-visible label shown in zone inspect UI (Phase 17).
@export var label: String = "Stockpile"
## Pixel size of one tile — must match World.TILE_SIZE_PX.
const _TILE_PX: int = 16
## Priority-keyed fill colors for the overlay (Color(r, g, b, a)).
const _PRIORITY_COLORS: Dictionary = {
StorageDestination.Priority.CRITICAL: Color(0.9, 0.3, 0.3, 0.15),
StorageDestination.Priority.HIGH: Color(0.9, 0.6, 0.3, 0.15),
StorageDestination.Priority.NORMAL: Color(0.9, 0.9, 0.3, 0.12),
StorageDestination.Priority.LOW: Color(0.3, 0.9, 0.3, 0.10),
StorageDestination.Priority.OFF: Color(0.3, 0.3, 0.3, 0.10),
}
func _ready() -> void:
z_index = -1
World.register_stockpile(self)
queue_redraw()
func _exit_tree() -> void:
World.unregister_stockpile(self)
# ── StorageDestination overrides ─────────────────────────────────────────────
func accepts(item) -> bool:
return _filter_accepts(item)
func covers_tile(tile: Vector2i) -> bool:
return region.has_point(tile)
## Scan region cells in row-major order; return the first tile not occupied by
## an item that is not being carried. Returns Vector2i(-1, -1) if the zone is
## full or the item fails the filter.
func find_drop_position(item) -> Vector2i:
if not accepts(item):
return Vector2i(-1, -1)
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)
if _is_cell_free(cell):
return cell
return Vector2i(-1, -1)
# ── drawing ───────────────────────────────────────────────────────────────────
func _draw() -> void:
var fill_color: Color = _PRIORITY_COLORS.get(priority, Color(0.5, 0.5, 0.5, 0.12))
var border_color := Color(fill_color.r, fill_color.g, fill_color.b, 0.6)
var tile_px := float(_TILE_PX)
# Filled rectangle covering the entire region.
var rect_px := Rect2(
Vector2(region.position) * tile_px,
Vector2(region.size) * tile_px
)
draw_rect(rect_px, fill_color, true)
# 1-px border outline.
draw_rect(rect_px, border_color, false, 1.0)
# ── save / load ───────────────────────────────────────────────────────────────
func to_dict() -> Dictionary:
return {
"class_id": &"stockpile_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,
"accepted_types": accepted_types.map(func(t): return String(t)),
}
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", "Stockpile"))
var raw_types: Array = d.get("accepted_types", [])
accepted_types.clear()
for s in raw_types:
accepted_types.append(StringName(s))
queue_redraw()
# ── internal helpers ──────────────────────────────────────────────────────────
## Returns true when no un-carried item is sitting on `cell`.
## One-stack-per-tile rule: the first occupied, non-carried item blocks the cell.
func _is_cell_free(cell: Vector2i) -> bool:
for it in World.items:
if it.tile == cell and not it.being_carried:
return false
return true