48-day year (4 seasons × 12 days), daily weather rolls, rain visual,
storm flash, Wet/Cold statuses with mood thoughts.
Three-agent fan-out — Opus prepped contracts up front (event_bus
signals, Clock season constants, Weather autoload stub) so the three
slices could run fully parallel and integrate on first try.
Calendar (Agent A):
- Clock season API — SEASON_SPRING/SUMMER/AUTUMN/WINTER constants,
current_season(), current_season_index(), day_of_season(),
current_year(), DAYS_PER_SEASON=12, DAYS_PER_YEAR=48
- EventBus.season_changed emitted on transition (mirrors phase_changed)
- Top-bar SeasonLabel ('Spring 1/12') with localized season names via
Strings.t() — season.spring/summer/autumn/winter + season.format
- Terrain TileMapLayer seasonal palette modulate
(spring=warm-green, summer=neutral, autumn=warm-orange, winter=cool-blue)
Weather (Agent B):
- autoload/weather.gd — daily roll triggered by Clock day-index change
Probability tables per season (placeholders, tune Phase 20):
spring 60% clear / 35% rain / 5% storm
summer 75% clear / 18% rain / 7% storm
autumn 50% clear / 35% rain / 12% storm / 3% cold_snap
winter 55% clear / 15% rain / 10% storm / 20% cold_snap
- EventBus.weather_changed signal
- scenes/world/rain_overlay.tscn — procedural _draw() diagonal raindrops
on a CanvasLayer (chosen over CPUParticles2D for pixel-art exactness
and to colocate storm-flash logic in one weather-aware script)
- Storm flash — Tween-driven ColorRect at random 4-8s intervals
- Save round-trip preserves _last_day_index to prevent double-rolling
Wet + Cold + Mood (Agent C):
- StatusCatalog.wet(severity 1-2) — Damp at 25, Soaked at 60 (of 100)
- StatusCatalog.cold(severity 1-3) — Mild at 25, Severe at 60, Extreme at 85
- ThoughtCatalog.damp(-3), soaked(-6), cold_thought(-4)
- Pawn._wet_accum / _cold_accum floats, ticked in _process_statuses:
+0.02/tick rain (×2 storm), -0.05/tick decay when sheltered
+0.015/tick cold winter-or-snap (×2 cold_snap)
- _sync_wet_status / _sync_cold_status — severity-flip detection with
one Audit line per transition
- _is_sheltered() v1: World.floor_layer.get_cell_source_id != -1
Phase 13 replaces with proper Room BFS
- _wet_accum / _cold_accum round-trip through Pawn.to_dict / from_dict
- Persistent thought sync in _process_thoughts after in_darkness
MCP runtime verified:
- Top-bar 'Spring 1/12' renders; green seasonal terrain tint visible
- Rain droplets render across screen; storm flash captured mid-animation
- Bram wet=26 (Damp) → wet=65 (Soaked) with mood thought (-6), mood=30
- Cora cold=30 cold_snap → Cold status sev=1 + Cold thought (-4), mood=32
- Daily weather rolls visible day 0-5 (rain → clear → rain → clear → rain)
Quick-edit fixup mid-flight: Variant inference errors on
'var old_sev := s.severity' (untyped Array loop var). Same trap as
the Phase 7 crop fix; pattern is now to always explicit-type ':='
when the rhs is non-typed-Array element access.
Delegation: 3× gdscript-refactor agents in parallel, 1× quick-edit
for the Variant-inference fix; integration + MCP verify on Opus.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
144 lines
4.6 KiB
GDScript
144 lines
4.6 KiB
GDScript
class_name ThoughtCatalog
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## Static factory registry for named thoughts.
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##
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## Phase 8 ships 5 thoughts (hungry, tired, well_rested, slept_on_floor,
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## ate_meal). Phase 17 expands with: slept_in_good_bed (quality tiers),
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## ate_raw_food, witnessed_corpse, in_darkness, cramped_quarters,
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## beautiful_room, ugly_room, damp, soaked, cold.
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##
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## Usage pattern:
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## pawn.add_thought(ThoughtCatalog.ate_meal())
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##
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## Each factory returns a fresh Thought with all fields set to correct defaults
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## for that thought type. Callers must not mutate the returned object before
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## passing it to add_thought() — add_thought() handles stack merging.
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##
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## docs/architecture.md "MoodSystem"; docs/design.md "Thought list (~13)".
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# ── PERSISTENT thoughts ───────────────────────────────────────────────────────
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# Pawn._refresh_persistent_thoughts adds / removes these based on live state.
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# max_stacks=1 because each is binary (either hungry or not).
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## Mood penalty while pawn.is_hungry() is true.
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## modifier=-6, max_stacks=1, PERSISTENT.
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static func hungry() -> Thought:
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var t := Thought.new()
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t.id = &"hungry"
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t.label = "Hungry"
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t.modifier = -6
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t.lifetime = Thought.Lifetime.PERSISTENT
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t.max_stacks = 1
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return t
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## Mood penalty while pawn.is_tired() is true.
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## modifier=-4, max_stacks=1, PERSISTENT.
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static func tired() -> Thought:
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var t := Thought.new()
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t.id = &"tired"
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t.label = "Tired"
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t.modifier = -4
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t.lifetime = Thought.Lifetime.PERSISTENT
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t.max_stacks = 1
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return t
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# ── EVENT thoughts ────────────────────────────────────────────────────────────
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# Fire on a transition and decay after ticks_remaining reaches zero.
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# ticks_remaining is in sim ticks at 1× speed (20 Hz).
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# ~10 in-game min at 1× = 1200 ticks (20 ticks/s × 60 s/min × 10 min).
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## Positive mood boost after waking from a full bed-sleep.
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## Fires in _tick_sleep (Agent B) when had_bed=true.
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## modifier=+5, max_stacks=1, EVENT, ~10 in-game min at 1×.
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static func well_rested() -> Thought:
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var t := Thought.new()
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t.id = &"well_rested"
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t.label = "Well rested"
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t.modifier = 5
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t.lifetime = Thought.Lifetime.EVENT
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t.ticks_remaining = 1200
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t.max_stacks = 1
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return t
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## Mood penalty after sleeping without a bed.
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## Fires in _tick_sleep (Agent B) when had_bed=false.
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## modifier=-5, max_stacks=1, EVENT, ~10 in-game min at 1×.
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static func slept_on_floor() -> Thought:
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var t := Thought.new()
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t.id = &"slept_on_floor"
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t.label = "Slept on the floor"
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t.modifier = -5
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t.lifetime = Thought.Lifetime.EVENT
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t.ticks_remaining = 1200
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t.max_stacks = 1
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return t
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## Mood penalty while a pawn is in an unlit tile at night.
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## modifier=-3, max_stacks=1, PERSISTENT.
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## Phase 17 polish may split into "outdoor dark" / "cave dark" tiers.
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static func in_darkness() -> Thought:
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var t := Thought.new()
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t.id = &"in_darkness"
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t.label = "In darkness"
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t.modifier = -3
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t.lifetime = Thought.Lifetime.PERSISTENT
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t.max_stacks = 1
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return t
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## Mood penalty while wet accumulator is in Damp tier (25–59).
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## Driven by Pawn._sync_persistent_thought via wet status severity == 1.
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## modifier=-3, max_stacks=1, PERSISTENT.
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static func damp() -> Thought:
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var t := Thought.new()
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t.id = &"damp"
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t.label = "Damp"
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t.modifier = -3
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t.lifetime = Thought.Lifetime.PERSISTENT
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t.max_stacks = 1
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return t
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## Mood penalty while wet accumulator is in Soaked tier (60+).
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## Replaces Damp — Pawn._sync_persistent_thought removes damp before adding soaked.
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## modifier=-6, max_stacks=1, PERSISTENT.
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static func soaked() -> Thought:
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var t := Thought.new()
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t.id = &"soaked"
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t.label = "Soaked"
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t.modifier = -6
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t.lifetime = Thought.Lifetime.PERSISTENT
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t.max_stacks = 1
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return t
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## Mood penalty while cold accumulator is active (any severity).
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## Named cold_thought to avoid collision with StatusCatalog.cold() factory.
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## modifier=-4, max_stacks=1, PERSISTENT.
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static func cold_thought() -> Thought:
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var t := Thought.new()
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t.id = &"cold"
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t.label = "Cold"
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t.modifier = -4
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t.lifetime = Thought.Lifetime.PERSISTENT
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t.max_stacks = 1
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return t
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## Small mood boost after eating a cooked meal or bread.
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## Fires in _tick_eat when item_type is TYPE_MEAL or TYPE_BREAD.
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## Stacks up to 3 (multiple good meals compound, but cap at 3).
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## modifier=+3, max_stacks=3, EVENT, ~800 ticks (~40 in-game sec at 1×).
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static func ate_meal() -> Thought:
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var t := Thought.new()
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t.id = &"ate_meal"
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t.label = "Ate a meal"
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t.modifier = 3
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t.lifetime = Thought.Lifetime.EVENT
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t.ticks_remaining = 800
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t.max_stacks = 3
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return t
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