Make the demo cabin readable as a real building so the rendering pattern is solid before Phase 6+ adds more building types. Demo seed (world.gd._seed_phase5_demo_buildings): - 8×6 stone cabin at (44, 23) — 23 walls (perimeter minus door slot) + 1 door (south wall centre at (47, 28)) + 24 wood-floor designations for the interior. ConstructionProvider picks them all up; pawns build the whole thing. - One pre-built crate inside at (50, 24) so the interior reads as a furnished room on first frame. - Two external stockpile-target crates unchanged at (17, 60) / (18, 60). Door visual rewrite (door.gd): - Was the old 16×24 bottom-anchored shape that encroached on the cell above. Now fits strictly within its 16×16 tile, matching the wall's 3/4 band layout (5 px lit lintel + 11 px shaded frame + inset panel + hinge dot). Door and walls now share a top horizon line so they line up visually. Designation gained TOOL_BUILD_DOOR + atlas mapping; world.gd's _on_designation_added now branches on build_door to spawn a Door entity. THE DOUBLE-RENDER BUG (caught by MCP inspection): - World.mark_floor_tile stamps the Floor TileMap with atlas (2, 0) which is *stone-grey* in the placeholder atlas, regardless of material name. - The Floor TileMap layer was visible=true with z_index=1, so it drew ON TOP of the brown Floor entity sprites underneath. - Result before fix: interior tiles looked gray-stone, not wood. - Fix: set Floor TileMap layer visible=false (data-only, same as Wall). Entities own the visual; the TileMap retains tile-level data for Phase 13's room detection + Phase 16's save format. Pattern locked for future building types: 'render at entity level, TileMap layers are data-only'. Phase 13's roof and any future wall materials follow the same template. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
381 lines
15 KiB
GDScript
381 lines
15 KiB
GDScript
extends Node2D
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## Phase 4 world view. 80×80 TileMap, 6 layers, 3 pawns, full AI pipeline:
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## RestProvider → ChopProvider → MineProvider → HaulingProvider → idle
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## plus sample trees, rocks, and two stockpile zones with different priorities
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## for the haul-cascade demo.
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##
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## TileMap layer indices follow docs/architecture.md:
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## 0 Terrain · 1 Floor · 2 Wall · 3 Designation · 4 Roof · 5 Fog
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const MAP_SIZE_TILES: Vector2i = Vector2i(80, 80)
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const TILE_SIZE_PX: int = 16
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const TILE_GRASS: Vector2i = Vector2i(0, 0)
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const TILE_DIRT: Vector2i = Vector2i(1, 0)
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const TILE_STONE: Vector2i = Vector2i(2, 0)
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const TILE_STONE_DARK: Vector2i = Vector2i(3, 0)
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const PLACEHOLDER_SOURCE_ID: int = 0
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const PAWN_SCENE: PackedScene = preload("res://scenes/pawn/pawn.tscn")
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const TREE_SCENE: PackedScene = preload("res://scenes/entities/tree.tscn")
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const ROCK_SCENE: PackedScene = preload("res://scenes/entities/rock.tscn")
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const STOCKPILE_SCENE: PackedScene = preload("res://scenes/world/stockpile_zone.tscn")
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const WALL_SCENE: PackedScene = preload("res://scenes/entities/wall.tscn")
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const FLOOR_SCENE: PackedScene = preload("res://scenes/entities/floor.tscn")
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const DOOR_SCENE: PackedScene = preload("res://scenes/entities/door.tscn")
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const CRATE_SCENE: PackedScene = preload("res://scenes/world/crate.tscn")
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# 3 starting pawns — Phase 2 demo. Phase 7+ replaces this with map-gen + name table.
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const SAMPLE_PAWNS: Array[Dictionary] = [
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{"name": "Bram", "tile": Vector2i(20, 40)},
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{"name": "Cora", "tile": Vector2i(25, 40)},
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{"name": "Edda", "tile": Vector2i(30, 40)},
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]
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# Phase 4 — sample harvestables. Trees clustered east, rocks south-east.
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const SAMPLE_TREES: Array[Vector2i] = [
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Vector2i(58, 30), Vector2i(60, 31), Vector2i(62, 30),
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Vector2i(61, 33), Vector2i(63, 34), Vector2i(59, 35),
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]
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const SAMPLE_ROCKS: Array[Vector2i] = [
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Vector2i(60, 60), Vector2i(62, 60), Vector2i(63, 62), Vector2i(58, 62),
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]
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# HaulingProvider re-flow cadence — every 5 sim seconds at 1× (100 ticks).
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const HAUL_SWEEP_INTERVAL_TICKS: int = 100
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@onready var terrain_layer: TileMapLayer = $Terrain
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@onready var floor_layer: TileMapLayer = $Floor
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@onready var wall_layer: TileMapLayer = $Wall
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@onready var designation_layer: TileMapLayer = $Designation
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@onready var roof_layer: TileMapLayer = $Roof
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@onready var fog_layer: TileMapLayer = $Fog
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@onready var pathfinder: Pathfinder = $Pathfinder
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@onready var selection: Selection = $Selection
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@onready var designation_ctl: Designation = $DesignationCtl
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@onready var rest_provider: RestProvider = $RestProvider
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@onready var chop_provider: ChopProvider = $ChopProvider
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@onready var mine_provider: MineProvider = $MineProvider
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@onready var hauling_provider: HaulingProvider = $HaulingProvider
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@onready var construction_provider: ConstructionProvider = $ConstructionProvider
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func _ready() -> void:
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Audit.log("world", "Phase 4 — building %d×%d world + harvestables + AI." % [MAP_SIZE_TILES.x, MAP_SIZE_TILES.y])
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var tileset := _build_placeholder_tileset()
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for layer in [terrain_layer, floor_layer, wall_layer, designation_layer, roof_layer, fog_layer]:
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layer.tile_set = tileset
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_paint_terrain()
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# Phase 5: removed _paint_sample_walls() — the old 8×8 stone ring rendered
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# only on the (now-hidden) Wall TileMap layer. With the rendering pivot
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# to entity-based walls, that ring was invisible to the player but still
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# blocked pathing. Removing it cleans the world view; the Phase 5 cabin
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# is now the only player-visible structure.
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_apply_camera_bounds()
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pathfinder.setup(MAP_SIZE_TILES)
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_wire_walls_to_pathfinder()
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selection.bind(pathfinder)
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World.pathfinder = pathfinder # expose to entities (Tree.fell() walkability checks, etc.)
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# Phase 5 — expose TileMap layer refs on the autoload so entity code
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# (Wall._complete, Floor._complete) can stamp data-only tile state.
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World.wall_layer = wall_layer
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World.floor_layer = floor_layer
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World.designation_layer = designation_layer
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# Designation: bind the paint surface + the Selection guard.
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designation_ctl.bind(designation_layer, selection)
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# Register all 5 providers — Decision iterates by .priority desc.
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# construction=6 > chop=5 > mine=4 > haul=3 > rest=0.
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World.register_work_provider(construction_provider)
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World.register_work_provider(chop_provider)
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World.register_work_provider(mine_provider)
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World.register_work_provider(hauling_provider)
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World.register_work_provider(rest_provider)
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# Phase 5: bridge designation paint events → spawn the ghost-state entity
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# at that tile and register it as a build site.
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EventBus.designation_added.connect(_on_designation_added)
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EventBus.designation_cleared.connect(_on_designation_cleared)
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_spawn_sample_pawns()
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_spawn_sample_harvestables()
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_spawn_sample_stockpiles()
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_seed_phase5_demo_buildings()
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_run_pathfinder_spike()
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# Phase 4: every 5 in-game seconds (100 ticks), re-evaluate items in
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# stockpiles in case a higher-priority destination opened up.
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EventBus.sim_tick.connect(_on_sim_tick_world_sweep)
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func world_bounds_px() -> Rect2:
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return Rect2(Vector2.ZERO, Vector2(MAP_SIZE_TILES * TILE_SIZE_PX))
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# ── tileset & map painting ──────────────────────────────────────────────────
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func _build_placeholder_tileset() -> TileSet:
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# Four 16×16 placeholder tiles laid out as a 4×1 atlas. Real ElvGames
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# art replaces this in Phase 5 (wood walls + stone walls).
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var ts := TileSet.new()
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ts.tile_size = Vector2i(TILE_SIZE_PX, TILE_SIZE_PX)
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var atlas_w := TILE_SIZE_PX * 4
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var img := Image.create(atlas_w, TILE_SIZE_PX, false, Image.FORMAT_RGBA8)
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var palette: Array[Color] = [
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Color(0.45, 0.65, 0.30), # grass
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Color(0.55, 0.45, 0.30), # dirt
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Color(0.60, 0.60, 0.55), # stone
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Color(0.30, 0.30, 0.32), # stone dark
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]
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for i in palette.size():
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var base: Color = palette[i]
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# Subtle border — was darkened(0.15) which made grass look like graph paper.
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# darkened(0.04) keeps the tile boundary readable when squinting but doesn't
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# dominate the visual.
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var border: Color = base.darkened(0.04)
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for px in TILE_SIZE_PX:
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for py in TILE_SIZE_PX:
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var on_border := (
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px == 0 or px == TILE_SIZE_PX - 1
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or py == 0 or py == TILE_SIZE_PX - 1
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)
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img.set_pixel(i * TILE_SIZE_PX + px, py, border if on_border else base)
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var tex := ImageTexture.create_from_image(img)
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var src := TileSetAtlasSource.new()
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src.texture = tex
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src.texture_region_size = Vector2i(TILE_SIZE_PX, TILE_SIZE_PX)
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for i in palette.size():
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src.create_tile(Vector2i(i, 0))
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ts.add_source(src, PLACEHOLDER_SOURCE_ID)
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return ts
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func _paint_terrain() -> void:
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for x in MAP_SIZE_TILES.x:
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for y in MAP_SIZE_TILES.y:
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terrain_layer.set_cell(Vector2i(x, y), PLACEHOLDER_SOURCE_ID, TILE_GRASS)
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func _paint_sample_walls() -> void:
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var origin := Vector2i(36, 36)
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var size: int = 8
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for i in size:
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wall_layer.set_cell(origin + Vector2i(i, 0), PLACEHOLDER_SOURCE_ID, TILE_STONE)
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wall_layer.set_cell(origin + Vector2i(i, size - 1), PLACEHOLDER_SOURCE_ID, TILE_STONE)
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wall_layer.set_cell(origin + Vector2i(0, i), PLACEHOLDER_SOURCE_ID, TILE_STONE_DARK)
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wall_layer.set_cell(origin + Vector2i(size - 1, i), PLACEHOLDER_SOURCE_ID, TILE_STONE_DARK)
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# ── pathfinder + pawns ──────────────────────────────────────────────────────
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func _wire_walls_to_pathfinder() -> void:
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var wall_cells := wall_layer.get_used_cells()
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for cell in wall_cells:
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pathfinder.set_cell_walkable(cell, false)
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Audit.log("world", "%d wall cells marked impassable" % wall_cells.size())
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func _spawn_sample_pawns() -> void:
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for spawn_data in SAMPLE_PAWNS:
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var p: Pawn = PAWN_SCENE.instantiate()
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add_child(p)
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p.setup(spawn_data["name"], spawn_data["tile"])
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# Phase 3: attach a JobRunner so Decision can hand it jobs.
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var jr := JobRunner.new()
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jr.name = "JobRunner"
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p.add_child(jr)
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jr.setup(p, pathfinder)
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p.job_runner = jr
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World.register_pawn(p)
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# ── Phase 4: harvestables + stockpile zones ─────────────────────────────────
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func _spawn_sample_harvestables() -> void:
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# Untyped vars — Godot's class-name cache for class_name'd classes is
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# scan-time and intermittently lags behind file changes. Duck typing is
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# safer here and the calls below are all spec'd on the entity types.
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for t_tile in SAMPLE_TREES:
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var tree = TREE_SCENE.instantiate()
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add_child(tree)
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tree.setup(t_tile)
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for r_tile in SAMPLE_ROCKS:
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var rock = ROCK_SCENE.instantiate()
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add_child(rock)
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rock.setup(r_tile)
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Audit.log("world", "spawned %d trees + %d rocks" % [SAMPLE_TREES.size(), SAMPLE_ROCKS.size()])
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func _seed_phase5_demo_buildings() -> void:
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# Pre-queue a furnished cabin so the construction loop runs end-to-end
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# without needing player-paint UI (deferred to Phase 17).
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#
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# Layout — 8×6 stone cabin at (44, 23), south door, wood floor inside:
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# • Perimeter walls (skipping the door slot)
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# • Door at (47, 28) — middle of the south wall
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# • Wood floor across the 6×4 interior
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# • One pre-built crate inside (north-east corner of the interior)
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# • Two stockpile-target crates outside (Phase 4 hauling target)
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var origin := Vector2i(44, 23)
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var w := 8
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var h := 6
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var door_x := w / 2 - 1 # 3 → tile (47, y_bottom). Centred door.
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var door_tile := origin + Vector2i(door_x, h - 1)
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# Perimeter walls — skip the door slot in the bottom row.
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var wall_count := 0
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for x in w:
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EventBus.designation_added.emit(origin + Vector2i(x, 0), Designation.TOOL_BUILD_WALL)
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wall_count += 1
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var bottom_tile := origin + Vector2i(x, h - 1)
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if bottom_tile != door_tile:
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EventBus.designation_added.emit(bottom_tile, Designation.TOOL_BUILD_WALL)
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wall_count += 1
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for y in range(1, h - 1): # left + right cols, skip corners (already painted as top/bottom rows)
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EventBus.designation_added.emit(origin + Vector2i(0, y), Designation.TOOL_BUILD_WALL)
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EventBus.designation_added.emit(origin + Vector2i(w - 1, y), Designation.TOOL_BUILD_WALL)
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wall_count += 2
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# Door at south wall centre.
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EventBus.designation_added.emit(door_tile, Designation.TOOL_BUILD_DOOR)
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# Wood floor across the interior — 6×4 = 24 cells.
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var floor_count := 0
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for x in range(1, w - 1):
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for y in range(1, h - 1):
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EventBus.designation_added.emit(origin + Vector2i(x, y), Designation.TOOL_BUILD_FLOOR)
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floor_count += 1
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# Pre-built crate inside the cabin (top-right corner of interior).
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# Auto-built so the cabin shows furnished on first frame.
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var interior_crate: Crate = CRATE_SCENE.instantiate()
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add_child(interior_crate)
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interior_crate.setup(origin + Vector2i(w - 2, 1)) # (50, 24)
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while interior_crate.is_buildable():
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interior_crate.on_build_tick()
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# Two external stockpile-target crates south-west (Phase 4 haul destination).
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var crate_tiles: Array[Vector2i] = [Vector2i(17, 60), Vector2i(18, 60)]
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for t in crate_tiles:
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var c: Crate = CRATE_SCENE.instantiate()
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add_child(c)
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c.setup(t)
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while c.is_buildable():
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c.on_build_tick()
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Audit.log("world", "phase 5 demo: %d walls + 1 door + %d floors queued; %d crates pre-built" % [
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wall_count, floor_count, 1 + crate_tiles.size()
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])
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func _spawn_sample_stockpiles() -> void:
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# Two zones for the Phase 4 acceptance demo:
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# - Zone A (north): wood-only filter, NORMAL priority (just a wood drop)
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# - Zone B (south): wildcard, HIGH priority (the "watch wood flow upward" target)
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# When the sweep runs, wood items in Zone A get re-marked for haul and
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# eventually migrate to Zone B.
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var zone_a: StockpileZone = STOCKPILE_SCENE.instantiate()
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add_child(zone_a)
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zone_a.region = Rect2i(15, 55, 4, 4)
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zone_a.label = "Wood (Normal)"
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zone_a.priority = StorageDestination.Priority.NORMAL
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zone_a.accepted_types = [Item.TYPE_WOOD] as Array[StringName]
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zone_a.queue_redraw()
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var zone_b: StockpileZone = STOCKPILE_SCENE.instantiate()
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add_child(zone_b)
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zone_b.region = Rect2i(15, 62, 4, 4)
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zone_b.label = "Anything (High)"
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zone_b.priority = StorageDestination.Priority.HIGH
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zone_b.accepted_types = [] as Array[StringName] # wildcard
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zone_b.queue_redraw()
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Audit.log("world", "spawned 2 stockpiles: %s + %s" % [zone_a.label, zone_b.label])
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# ── Phase 5: designation → build-site spawn bridge ──────────────────────────
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# Track build sites keyed by tile so we can find + queue_free them on cancel.
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var _build_sites_by_tile: Dictionary = {}
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func _on_designation_added(cell: Vector2i, tool: StringName) -> void:
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if _build_sites_by_tile.has(cell):
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return # already a build site here
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var entity = null
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match tool:
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&"build_wall":
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entity = WALL_SCENE.instantiate()
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add_child(entity)
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entity.setup(cell, &"stone")
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&"build_floor":
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entity = FLOOR_SCENE.instantiate()
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add_child(entity)
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entity.setup(cell, &"wood")
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&"build_door":
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entity = DOOR_SCENE.instantiate()
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add_child(entity)
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entity.setup(cell)
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_:
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Audit.log("world", "unknown designation tool: %s" % tool)
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return
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_build_sites_by_tile[cell] = entity
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Audit.log("world", "queued %s at %s" % [tool, cell])
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func _on_designation_cleared(cell: Vector2i) -> void:
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if not _build_sites_by_tile.has(cell):
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return
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var entity = _build_sites_by_tile[cell]
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_build_sites_by_tile.erase(cell)
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if is_instance_valid(entity) and not entity.is_completed():
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entity.queue_free()
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# ── periodic re-flow (the "wood floats up" cascade) ─────────────────────────
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func _on_sim_tick_world_sweep(tick_n: int) -> void:
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if tick_n % HAUL_SWEEP_INTERVAL_TICKS != 0:
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return
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hauling_provider.sweep_for_better_destinations()
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# ── spike: AStarGrid2D query timing at 80² ──────────────────────────────────
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func _run_pathfinder_spike() -> void:
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var corners := [
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Vector2i(2, 2),
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Vector2i(MAP_SIZE_TILES.x - 3, 2),
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Vector2i(2, MAP_SIZE_TILES.y - 3),
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Vector2i(MAP_SIZE_TILES.x - 3, MAP_SIZE_TILES.y - 3),
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]
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var pairs: Array = []
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for a in corners:
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for b in corners:
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if a != b:
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pairs.append([a, b])
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var result: Dictionary = pathfinder.benchmark(pairs, 3)
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Audit.log("world", "spike: %d paths min=%d us avg=%.1f us max=%d us" % [
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result["total_paths"], result["min_us"], result["avg_us"], result["max_us"]
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])
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# ── camera bounds ───────────────────────────────────────────────────────────
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func _apply_camera_bounds() -> void:
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var cam := get_node_or_null("CameraRig")
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if cam == null:
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Audit.log("world", "no CameraRig child yet — bounds set later when camera lands.")
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return
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if not cam.has_method("set_world_bounds"):
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Audit.log("world", "CameraRig present but missing set_world_bounds() — skipping.")
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return
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cam.set_world_bounds(world_bounds_px())
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