Three-agent fan-out — Opus pre-wrote Room class, World.rooms/room_at_tile/is_indoor, 4 EventBus signals before dispatch so the slices ran fully parallel. DECISION: Big-room UX = bump auto-roof cap to 16, banner above. Cabin (24 tiles) intentionally exceeds cap to exercise the warning path; a 5×5 test shed (9 interior tiles) was added to exercise the roof path. Room detection (Agent A): - scenes/world/room.gd — class_name Room, tiles/bounds/is_under_roof, contains_tile() bounds-then-list-checked, recompute_bounds() - scenes/world/room_detector.gd — class_name RoomDetector, BFS 4-dir from floor/door tiles, walls/terrain as boundary, doors counted as room interior. Detects up to 4× cap; auto-roofs only ≤16. - World.mark_wall_tile/mark_floor_tile/mark_door_tile hook BFS recompute - Door._complete() now erases wall-layer stamp + registers door tile - Designation.TOOL_NO_ROOF paint mode wired (UI button deferred Phase 17) - EventBus.room_changed / room_too_large signals Indoor/Shelter (Agent B): - Pawn._is_sheltered() rerouted: World.is_indoor() first, floor-proxy fallback - IndoorTintOverlay Node2D — _draw fills roofed-room tiles at α=0.10 warm - Crop._on_sim_tick skips stage advance when World.is_indoor(tile) Beauty + Dirtiness + Cleaning + Room thoughts (Agent C): - BeautySystem sparse map, linear falloff radius=3, Quality multiplier (SHODDY 0.5 → LEGENDARY 2.5). Base: Bed +2, Workbench +1, Torch +3, Hearth +4 - DirtinessSystem 0-100, tier crossings (clean<25/dirty<60/filthy≥60) emit tile_dirtiness_changed. bump/bump_clean/bump_pawn_traffic API - CleaningProvider priority=2, KIND_CLEAN toil, 2.5 dirt/tick for ~40 ticks - Bed/Torch/Workbench _complete() now register with BeautySystem - 7 room mood thoughts: clean_room (+2), dirty_room (-3), filthy_room (-6), beautiful_room (+4), ugly_room (-3), slept_in_room (+3 EVENT, wires Ph 17), ate_without_table (-3 EVENT, wires Ph 17) - Pawn._sync_room_thoughts called from _process_thoughts after cold block, defensive against null rooms/systems Integration recovery (Opus): - Agent C's BeautySystem/DirtinessSystem/CleaningProvider/IndoorTintOverlay instantiation in world.gd never landed (only field declarations + entity hooks survived). Added preloads + runtime add_child + autoload bindings + CleaningProvider registration + furniture pre-seed in _ready - Added _prestamp_test_shed_for_room_detector with _spawn_complete_wall/floor helpers so a 5×5 visible shed exercises the auto-roof path at boot MCP runtime verified: - Rooms: cabin Room#2 size=24 roofed=false (room_too_large fires), shed Room#3 size=9 roofed=true (auto-roof active) - beauty_map size=50 around prebuilt furniture; bed at (47,24) beauty=4.0 - Bram teleported to (36, 25) in shed → indoor=true, sheltered=true, thoughts=[clean_room +2], mood=52.0 - Screenshot: shed walls + brown floor visible; cabin warmly torch-lit; Spring 1/12 indicator; Day 1 07:52 Delegation: 3× gdscript-refactor (Sonnet) agents in parallel; integration recovery + MCP verify on Opus. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
236 lines
7.3 KiB
GDScript
236 lines
7.3 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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## ── Phase 13 — Room beauty / dirtiness thoughts ─────────────────────────────
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# Synced in Pawn._process_thoughts() after the damp/soaked/cold block.
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# All are PERSISTENT; the sync removes old ones before adding the active tier.
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## Positive mood boost when average room beauty >= 4.0.
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## modifier=+4, max_stacks=1, PERSISTENT.
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static func beautiful_room() -> Thought:
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var t := Thought.new()
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t.id = &"beautiful_room"
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t.label = "Beautiful room"
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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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## Negative mood penalty when average room beauty < 0 (e.g. corpses present, Phase 14).
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## modifier=-3, max_stacks=1, PERSISTENT.
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static func ugly_room() -> Thought:
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var t := Thought.new()
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t.id = &"ugly_room"
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t.label = "Ugly room"
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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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## Positive mood boost when average room dirtiness < 25 (clean tier).
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## modifier=+2, max_stacks=1, PERSISTENT.
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static func clean_room() -> Thought:
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var t := Thought.new()
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t.id = &"clean_room"
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t.label = "Clean room"
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t.modifier = 2
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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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## Negative mood penalty when average room dirtiness is in dirty tier (25..60).
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## modifier=-3, max_stacks=1, PERSISTENT.
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static func dirty_room() -> Thought:
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var t := Thought.new()
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t.id = &"dirty_room"
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t.label = "Dirty room"
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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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## Strong negative mood penalty when average room dirtiness >= 60 (filthy tier).
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## modifier=-6, max_stacks=1, PERSISTENT.
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static func filthy_room() -> Thought:
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var t := Thought.new()
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t.id = &"filthy_room"
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t.label = "Filthy room"
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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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## Positive mood boost after sleeping in an indoor room.
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## modifier=+3, max_stacks=1, EVENT, ~1200 ticks (~60 in-game sec at 1×).
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## Phase 17 wires this into the sleep toil; factory added here for catalog completeness.
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static func slept_in_room() -> Thought:
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var t := Thought.new()
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t.id = &"slept_in_room"
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t.label = "Slept in a room"
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t.modifier = 3
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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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## Negative mood penalty for eating without a table nearby.
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## modifier=-3, max_stacks=1, EVENT, ~800 ticks (~40 in-game sec at 1×).
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## Phase 17 wires this into the eat toil; factory added here for catalog completeness.
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static func ate_without_table() -> Thought:
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var t := Thought.new()
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t.id = &"ate_without_table"
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t.label = "Ate without a table"
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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 = 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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