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>
226 lines
8.2 KiB
GDScript
226 lines
8.2 KiB
GDScript
class_name Toil extends RefCounted
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## A single atomic step within a Job — walk, wait, idle, etc.
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##
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## Save/load contract: every value in `data` MUST be JSON-safe.
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## Vector2i is NOT JSON-safe in Godot 4 — tile coordinates are stored as
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## "to_x"/"to_y" integer keys, never as Vector2i. get_walk_destination()
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## reconstructs Vector2i on demand.
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##
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## Round-trip invariant:
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## var t2 := Toil.from_dict(t.to_dict())
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## assert(t2.kind == t.kind and t2.done == t.done and t2.data == t.data)
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const KIND_WALK: StringName = &"walk"
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const KIND_WAIT: StringName = &"wait"
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const KIND_IDLE: StringName = &"idle"
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const KIND_INTERACT: StringName = &"interact" # Timed action on a target entity (Tree, Rock, …)
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const KIND_PICKUP: StringName = &"pickup" # Transfer Item at pawn.tile into pawn.carried_item
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const KIND_DEPOSIT: StringName = &"deposit" # Place pawn.carried_item at pawn.tile
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const KIND_BUILD: StringName = &"build" # Timed construction on a Wall / Floor / Door entity
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const KIND_CRAFT: StringName = &"craft" # Timed crafting at a Workbench driven by a Bill
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const KIND_EAT: StringName = &"eat" # Consume pawn.carried_item and restore hunger
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const KIND_SLEEP: StringName = &"sleep" # Sleep in a Bed (or on the floor) until pawn.sleep is full
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const KIND_RESCUE: StringName = &"rescue" # Marker: doctor has visited the downed pawn; single-tick no-op
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const KIND_TREAT: StringName = &"treat" # Multi-tick: apply medicine until patient HP ≥ revive threshold + no bleeding
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var kind: StringName = KIND_IDLE
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## Toil-specific params — all values must be int, float, bool, String, Dict, or Array.
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var data: Dictionary = {}
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## Set by JobRunner when this toil is complete.
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var done: bool = false
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# ── factories ────────────────────────────────────────────────────────────────
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## Walk to the given tile. Stores coords as separate ints for JSON safety.
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static func walk_to(tile: Vector2i) -> Toil:
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var t := Toil.new()
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t.kind = KIND_WALK
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t.data = {
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"to_x": tile.x,
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"to_y": tile.y,
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"started": false,
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}
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return t
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## Pause for `n` sim ticks.
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static func wait_ticks(n: int) -> Toil:
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var t := Toil.new()
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t.kind = KIND_WAIT
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t.data = {"ticks_remaining": n}
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return t
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## Stand idle — never completes on its own; JobRunner must cancel or replace.
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static func idle() -> Toil:
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var t := Toil.new()
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t.kind = KIND_IDLE
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t.data = {}
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return t
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## Timed action on a scene-node target (Tree, Rock, …).
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## `target_node_path` is the NodePath of the entity; stored as String for JSON safety.
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## `tick_method` is the method to call each sim tick (e.g. "on_chop_tick").
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## JobRunner resolves the node at first-tick and calls tick_method every sim tick
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## until the target is no longer choppable/mineable (method source sets done via
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## is_choppable() / is_mineable() returning false).
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static func interact(target_node_path: NodePath, tick_method: StringName) -> Toil:
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var t := Toil.new()
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t.kind = KIND_INTERACT
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t.data = {
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"target": String(target_node_path),
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"tick_method": String(tick_method),
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"started": false,
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}
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return t
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## Pick up an Item at pawn.tile into pawn.carried_item. Single-tick action.
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## data is empty — the item is located at pawn.tile at execution time.
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static func pickup() -> Toil:
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var t := Toil.new()
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t.kind = KIND_PICKUP
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t.data = {}
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return t
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## Construction action on a scene-node target (Wall, Floor, Door, …).
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## `target_node_path` is the NodePath of the entity; stored as String for JSON safety.
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## JobRunner resolves the node at first-tick and calls on_build_tick() every sim tick
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## until is_buildable() returns false (construction complete or site cancelled/removed).
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static func build_at(target_node_path: NodePath) -> Toil:
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var t := Toil.new()
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t.kind = KIND_BUILD
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t.data = {
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"target": String(target_node_path),
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"started": false,
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}
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return t
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## Place pawn.carried_item at pawn.tile. Single-tick action.
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## data is empty — the item comes from pawn.carried_item at execution time.
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static func deposit() -> Toil:
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var t := Toil.new()
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t.kind = KIND_DEPOSIT
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t.data = {}
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return t
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## Consume pawn.carried_item and restore hunger. Single-tick action.
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## data is empty — the item comes from pawn.carried_item at execution time.
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static func eat() -> Toil:
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var t := Toil.new()
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t.kind = KIND_EAT
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t.data = {}
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return t
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## Sleep in the given Bed until pawn.sleep is full.
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## `bed_path` is the NodePath of the Bed entity, stored as String for JSON safety.
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## An empty string means "sleep on the floor" — no bed is claimed.
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##
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## data keys:
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## "bed" — String(bed_path); empty means floor sleep.
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## "started" — bool; false on first tick, true after claim resolved.
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## "ticks_slept" — int; incremented each tick for audit logging + emergency wake.
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static func sleep_in_bed(bed_path: NodePath) -> Toil:
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var t := Toil.new()
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t.kind = KIND_SLEEP
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t.data = {
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"bed": String(bed_path),
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"started": false,
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"ticks_slept": 0,
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}
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return t
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## Single-tick marker: the doctor has physically reached the downed patient.
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## On execution the doctor visits the patient tile; the actual transport happens
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## in the subsequent walk_to(bed) and treat toils.
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##
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## `patient_path` is the NodePath of the downed Pawn; stored as String for JSON safety.
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##
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## data keys:
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## "patient" — String(patient_path)
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## "started" — bool; set true on first tick so the match arm knows it fired.
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static func rescue(patient_path: NodePath) -> Toil:
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var t := Toil.new()
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t.kind = KIND_RESCUE
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t.data = {
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"patient": String(patient_path),
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"started": false,
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}
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return t
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## Multi-tick treatment of a downed pawn.
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##
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## First tick: snap the patient to the doctor's current tile (the medical-bed
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## tile the doctor just walked to), mark started.
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## Every tick: apply 0.5 HP of healing. Clear the "bleeding" status every
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## 100 ticks (Phase 9 simplification — full bleed cure in one pass; Phase 17
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## may model severity reduction per tick).
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## Done when patient.hp >= HP_REVIVE_THRESHOLD AND patient has no bleeding,
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## or after 600 ticks (safety ceiling).
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##
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## `patient_path` is the NodePath of the patient Pawn; stored as String for JSON safety.
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##
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## data keys:
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## "patient" — String(patient_path)
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## "started" — bool; false until first tick
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## "ticks_treating" — int; incremented each tick; safety ceiling at 600
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static func treat(patient_path: NodePath) -> Toil:
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var t := Toil.new()
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t.kind = KIND_TREAT
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t.data = {
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"patient": String(patient_path),
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"started": false,
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"ticks_treating": 0,
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}
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return t
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## Timed crafting action at a Workbench.
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## `workbench_path` is the NodePath of the Workbench entity (stored as String for JSON safety).
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## `bill_index` is the index into workbench.bills that this toil should run.
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## JobRunner resolves the workbench and bill on the first tick, validates pawn position and
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## carried ingredient, then advances workbench.current_work_progress each tick until
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## bill.recipe.work_ticks is reached — at which point the ingredient is consumed, an output
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## Item is spawned with a quality roll, and bill.record_completion() is called.
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static func craft_at(workbench_path: NodePath, bill_index: int) -> Toil:
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var t := Toil.new()
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t.kind = KIND_CRAFT
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t.data = {
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"workbench": String(workbench_path),
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"bill_index": bill_index,
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"started": false,
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}
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return t
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# ── save / load ──────────────────────────────────────────────────────────────
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func to_dict() -> Dictionary:
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return {
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"kind": str(kind),
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"data": data.duplicate(true),
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"done": done,
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}
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static func from_dict(d: Dictionary) -> Toil:
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var t := Toil.new()
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t.kind = StringName(d.get("kind", str(KIND_IDLE)))
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t.data = (d.get("data", {}) as Dictionary).duplicate(true)
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t.done = d.get("done", false)
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return t
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# ── convenience ──────────────────────────────────────────────────────────────
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## Rebuild Vector2i from the JSON-safe int fields. Only valid for KIND_WALK.
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func get_walk_destination() -> Vector2i:
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return Vector2i(data.get("to_x", 0), data.get("to_y", 0))
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