The 'drama pair' shipped together via 3-agent fan-out. Phase 9 — Status effects + Medicine: - Status data class (PERSISTENT/EVENT, severity stacks max=3) + StatusCatalog (Bleeding ticks HP loss; Downed = incapacitated) - Pawn HP (100 max, 30 downed threshold, 50 revive threshold), take_damage, heal, add_status/remove_status_by_id, is_downed/is_incapacitated, downed visual (body rotated 90° + desaturated) - DoctorProvider (priority 9, highest) — scans World.pawns for nearest downed pawn, finds medical bed (or any bed fallback), emits 4-toil job: walk_to_patient → rescue → walk_to_bed → treat - Bed.is_medical with red-cross marker draw on pillow; round-trips save - KIND_RESCUE + KIND_TREAT toils + JobRunner _tick_rescue/_tick_treat (snap-to-bed on first treat tick, +0.5 hp/tick, bleed cure at 100-tick intervals; done at HP≥50 + no bleeding, 600-tick timeout) - EventBus: pawn_took_damage, pawn_status_added, pawn_status_removed Phase 10 — Combat + Wolves (wolf-first slice): - Wolf entity (Node2D, 4-state APPROACH/ENGAGE/FLEE/DEAD, procedural canine sprite with red glowing eyes, 40 HP) - Two-roll combat: 70% hit + 50% chance to apply Bleeding(1) on hit - WolfSpawner — triggers at Clock.darkness_factor()≥0.8 with 1-in-game-day cooldown, packs of 1–2 at random map-edge cluster - World.wolves registry + register_wolf/unregister_wolf Integration: world.tscn load_steps 15→17 with DoctorProvider + WolfSpawner nodes. world.gd registers doctor at top of provider list (priority 9 > sleep 8 > eat 7 > construction 6 > chop≈plant 5 > mine≈craft 4 > haul 3 > rest 0). Middle bed at (47,24) marked is_medical=true. MCP runtime verified: Bram took 75 dmg + Bleeding(2) → Downed (hp 25) → Edda + Cora both volunteered doctor job → walked to patient → carried to medical bed → treated → Bram healed to 94.2 hp, statuses cleared, back to work. Wolf raid at day 3 22:00 fired; 4 wolves alive across raid cycles by day 4 01:51. Screenshots confirm red-cross medical bed and wolf silhouettes at night. Phase 10 deliberately partial: wolf-side combat ships, pawn-side weapons/armor/cover/friendly-fire deferred — full chain (wolf→bites→pawn→bleeds→doctor) awaits player weapons. Bleed-out timer at demo value (1200) vs design value (432000 = 6 in-game hours) — documented in status_catalog.gd for first time-balance pass. Delegation: Agent A (status + pawn HP), Agent B (doctor + treatment), Agent C (wolf + spawner) — all Sonnet gdscript-refactor; integration on Opus. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
281 lines
8.7 KiB
GDScript
281 lines
8.7 KiB
GDScript
extends Node
|
|
## Runtime entity registry + tile-related sim state.
|
|
##
|
|
## All gameplay entities (pawns, items, furniture, animals, corpses) live here.
|
|
## TileMap data is owned by the world-view scene; World holds the *indirect*
|
|
## state (designation queue, dirty-haul set, zone records, etc.) that doesn't
|
|
## belong on the TileMap itself.
|
|
##
|
|
## See docs/architecture.md.
|
|
|
|
# Phase 2 — pawn registry. items/furniture/animals/corpses arrive in later phases.
|
|
var pawns: Array[Pawn] = []
|
|
|
|
# Phase 3 — work providers (e.g. RestProvider, ChopProvider, HaulingProvider).
|
|
# World scene registers them on _ready. Decision.pick_next_job() iterates by .priority desc.
|
|
var work_providers: Array = []
|
|
|
|
# Phase 4 — harvestables + items + stockpiles. Entities call register_*/unregister_*
|
|
# from their _ready/_exit_tree. Phase 16 will add stable IDs and persistence wiring.
|
|
var trees: Array = [] # Array of Tree
|
|
var rocks: Array = [] # Array of Rock
|
|
var items: Array = [] # Array of Item (on-floor stacks)
|
|
var stockpiles: Array = [] # Array of StorageDestination (StockpileZone for now; containers Phase 5)
|
|
|
|
# Phase 4 — pathfinder reference exposed for entity code that needs walkability
|
|
# checks (e.g. Tree.fell() picking neighbour tiles for wood drops). The actual
|
|
# Pathfinder node lives on the World scene as a child; the scene sets this in
|
|
# its _ready(). Don't access before the world scene is mounted.
|
|
var pathfinder = null
|
|
|
|
# Phase 5 — build queue. Holds Wall/Floor/Door/Crate ghost entities (not yet
|
|
# completed). ConstructionProvider iterates this for the nearest buildable site.
|
|
# Entities call register_build_site() in _ready and unregister_build_site() when
|
|
# they finish or are cancelled.
|
|
var build_queue: Array = []
|
|
|
|
# Phase 5 — completed Door entities, keyed for future open/close logic.
|
|
# Door._complete() calls register_door(); Phase 7+ uses this for toggling.
|
|
var doors: Array = []
|
|
|
|
# Phase 6 — workbench entities. Workbench._ready() calls register_workbench();
|
|
# _exit_tree() calls unregister_workbench(). CraftingProvider iterates this
|
|
# to find bench+bill pairs for eligible pawns.
|
|
var workbenches: Array = []
|
|
|
|
# Phase 7 — crop entities. Crop._ready() calls register_crop();
|
|
# _exit_tree() calls unregister_crop(). PlantProvider iterates this to find
|
|
# harvestable (READY) and sowable (TILLED) crops for eligible pawns.
|
|
var crops: Array = []
|
|
|
|
# Phase 8 — bed entities. Bed._ready() calls register_bed();
|
|
# _exit_tree() calls unregister_bed(). SleepProvider iterates this to find
|
|
# available (completed, unoccupied) beds for tired pawns.
|
|
# Storyteller also reads beds.size() for the "First Beds" state predicate.
|
|
var beds: Array = []
|
|
|
|
# Phase 11 — light-source entities (Torch + Hearth workbench). Entities call
|
|
# register_light_source() in _ready and unregister_light_source() in _exit_tree.
|
|
# is_tile_lit() is queried by the "in darkness" thought and any future
|
|
# darkness-rendering shader bridge. All entries expose the duck-type interface:
|
|
# is_on() → bool | get_light_tile() → Vector2i | get_light_radius() → int
|
|
var light_sources: Array = []
|
|
|
|
# Phase 10 — wolf entities. Wolf._ready() calls register_wolf();
|
|
# Wolf._exit_tree() calls unregister_wolf(). WolfSpawner reads/writes
|
|
# nothing from this array directly — it only add_child()s new wolves.
|
|
# CombatSystem (Phase 10) will iterate this for threat detection.
|
|
# Untyped array — avoids class_name ordering window (Phase 2 gotcha).
|
|
var wolves: Array = []
|
|
|
|
# Phase 4 — hauling dirty set. Keys are Items, value is unused (we just use .keys()).
|
|
# An Item is added when it spawns (Tree.fell, Rock.mined, workbench drop, ...)
|
|
# and removed when it lands at its highest-priority valid destination.
|
|
# HaulingProvider.sweep_for_better_destinations() re-marks items when a higher
|
|
# priority stockpile opens up (the priority cascade per design.md).
|
|
var items_needing_haul: Dictionary = {}
|
|
|
|
|
|
func register_work_provider(wp) -> void:
|
|
assert(wp != null, "World.register_work_provider: provider is null")
|
|
if not work_providers.has(wp):
|
|
work_providers.append(wp)
|
|
|
|
|
|
func clear_work_providers() -> void:
|
|
work_providers.clear()
|
|
|
|
|
|
func register_pawn(p: Pawn) -> void:
|
|
assert(p != null, "World.register_pawn: pawn is null")
|
|
if pawns.has(p):
|
|
return
|
|
pawns.append(p)
|
|
|
|
|
|
func unregister_pawn(p: Pawn) -> void:
|
|
pawns.erase(p)
|
|
|
|
|
|
func pawn_at_tile(tile: Vector2i) -> Pawn:
|
|
for p in pawns:
|
|
if p.tile == tile:
|
|
return p
|
|
return null
|
|
|
|
|
|
func clear_pawns() -> void:
|
|
# For save-load / new-game flow in Phase 16.
|
|
pawns.clear()
|
|
|
|
|
|
# ── Phase 4: harvestables + items + stockpiles ──────────────────────────────
|
|
|
|
func register_tree(t) -> void:
|
|
if not trees.has(t):
|
|
trees.append(t)
|
|
|
|
|
|
func unregister_tree(t) -> void:
|
|
trees.erase(t)
|
|
|
|
|
|
func register_rock(r) -> void:
|
|
if not rocks.has(r):
|
|
rocks.append(r)
|
|
|
|
|
|
func unregister_rock(r) -> void:
|
|
rocks.erase(r)
|
|
|
|
|
|
func register_item(it) -> void:
|
|
if items.has(it):
|
|
return
|
|
items.append(it)
|
|
# Newly-spawned items always start as "needs haul" — HaulingProvider will
|
|
# clear the flag once the item lands in its highest-priority destination.
|
|
items_needing_haul[it] = true
|
|
|
|
|
|
func unregister_item(it) -> void:
|
|
items.erase(it)
|
|
items_needing_haul.erase(it)
|
|
|
|
|
|
func register_stockpile(s) -> void:
|
|
if not stockpiles.has(s):
|
|
stockpiles.append(s)
|
|
|
|
|
|
func unregister_stockpile(s) -> void:
|
|
stockpiles.erase(s)
|
|
|
|
|
|
func mark_item_needs_haul(it) -> void:
|
|
items_needing_haul[it] = true
|
|
|
|
|
|
func clear_item_haul_flag(it) -> void:
|
|
items_needing_haul.erase(it)
|
|
|
|
|
|
# ── Phase 5: build queue + tile-data stamping for walls / floors ────────────
|
|
|
|
func register_build_site(entity) -> void:
|
|
if not build_queue.has(entity):
|
|
build_queue.append(entity)
|
|
|
|
|
|
func unregister_build_site(entity) -> void:
|
|
build_queue.erase(entity)
|
|
|
|
|
|
func register_door(d) -> void:
|
|
if not doors.has(d):
|
|
doors.append(d)
|
|
|
|
|
|
func unregister_door(d) -> void:
|
|
doors.erase(d)
|
|
|
|
|
|
func register_workbench(wb) -> void:
|
|
if not workbenches.has(wb):
|
|
workbenches.append(wb)
|
|
|
|
|
|
func unregister_workbench(wb) -> void:
|
|
workbenches.erase(wb)
|
|
|
|
|
|
func register_crop(c) -> void:
|
|
if not crops.has(c):
|
|
crops.append(c)
|
|
|
|
|
|
func unregister_crop(c) -> void:
|
|
crops.erase(c)
|
|
|
|
|
|
func register_bed(b) -> void:
|
|
if not beds.has(b):
|
|
beds.append(b)
|
|
|
|
|
|
func unregister_bed(b) -> void:
|
|
beds.erase(b)
|
|
|
|
|
|
# ── Phase 11: light-source registry ────────────────────────────────────────
|
|
|
|
func register_light_source(ls) -> void:
|
|
if not light_sources.has(ls):
|
|
light_sources.append(ls)
|
|
|
|
|
|
func unregister_light_source(ls) -> void:
|
|
light_sources.erase(ls)
|
|
|
|
|
|
# ── Phase 10: wolf registry ────────────────────────────────────────────────
|
|
|
|
func register_wolf(w) -> void:
|
|
if not wolves.has(w):
|
|
wolves.append(w)
|
|
|
|
|
|
func unregister_wolf(w) -> void:
|
|
wolves.erase(w)
|
|
|
|
|
|
## Returns true if `tile` is within get_light_radius() of any is_on() light
|
|
## source. Uses Manhattan distance (no wall-occlusion in Phase 11; Phase 13
|
|
## may add BFS-based occlusion through the room/roof system).
|
|
##
|
|
## Called by the "in darkness" Thought trigger on each pawn sim tick.
|
|
## O(light_sources) per call; trivial at our scale (< 50 sources in MVP).
|
|
func is_tile_lit(p_tile: Vector2i) -> bool:
|
|
for ls in light_sources:
|
|
if not ls.is_on():
|
|
continue
|
|
var d: int = abs(ls.get_light_tile().x - p_tile.x) + abs(ls.get_light_tile().y - p_tile.y)
|
|
if d <= ls.get_light_radius():
|
|
return true
|
|
return false
|
|
|
|
|
|
# Called by Wall.on_build_tick() when construction completes.
|
|
# Stamps the data-only Wall TileMap layer so room/roof/save logic sees the
|
|
# wall. World scene exposes wall_layer via a getter set during _ready.
|
|
var wall_layer = null
|
|
var floor_layer = null
|
|
var designation_layer = null
|
|
|
|
|
|
func mark_wall_tile(tile: Vector2i, material: StringName) -> void:
|
|
if wall_layer == null:
|
|
Audit.log("world", "mark_wall_tile: layer not yet wired — skipping")
|
|
return
|
|
# Atlas coord encodes material — for Phase 5 placeholder atlas:
|
|
# stone → (2, 0), dark stone → (3, 0)
|
|
# Real material→atlas mapping lands when assets are imported.
|
|
var atlas := Vector2i(2, 0) if material == &"stone" else Vector2i(3, 0)
|
|
wall_layer.set_cell(tile, 0, atlas)
|
|
|
|
|
|
func mark_floor_tile(tile: Vector2i, material: StringName) -> void:
|
|
if floor_layer == null:
|
|
return
|
|
var atlas := Vector2i(1, 0) if material == &"dirt" else Vector2i(2, 0)
|
|
floor_layer.set_cell(tile, 0, atlas)
|
|
|
|
|
|
# Returns the first StockpileZone OR Crate covering `tile`, or null.
|
|
# Used by JobRunner._tick_deposit (Phase 5 refactor) to route deposits into
|
|
# Crate contents when applicable.
|
|
func stockpile_at_tile(tile: Vector2i):
|
|
for sp in stockpiles:
|
|
if sp.covers_tile(tile):
|
|
return sp
|
|
return null
|