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>
287 lines
12 KiB
GDScript
287 lines
12 KiB
GDScript
class_name Bed extends Node2D
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## Bed furniture entity — buildable, optionally pawn-owned, quality-affected sleep.
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##
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## Rendered as a bottom-anchored 3/4-perspective sprite within the 16×16 tile,
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## matching the workbench / wall / door rendering convention. Ghost state (40%
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## alpha) while construction is in progress; solid once _completed.
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##
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## Quality tints the sheet colour (SLEEP_MOOD_BY_QUALITY maps Item.Quality int
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## to the mood modifier awarded when a pawn finishes sleeping here). Phase 8
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## spawns beds at NORMAL quality; Phase 17+ may roll quality from crafter skill.
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##
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## Build model (docs/implementation.md Phase 8):
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## BUILD_TICKS ticks via the standard BuildJob toil (same shape as Wall/Crate/
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## Workbench). blocks_pathing_when_complete() returns false — pawns walk ONTO
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## the bed tile to sleep.
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##
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## Occupancy model:
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## _owner_pawn — null = unowned (any tired pawn may use); Phase 8 leaves null.
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## _occupant_pawn — set by SleepProvider.claim(); released on SleepProvider.release().
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## is_available() — true when completed AND no current occupant.
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## claim(pawn) — atomically sets _occupant_pawn; returns false if unavailable.
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## release() — clears _occupant_pawn.
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##
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## Save/load:
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## to_dict() serialises all persistent fields. _occupant_pawn is always saved
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## as null (sleep is mid-toil state; the JobRunner saves its own side). Re-wiring
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## owner_pawn from name → Pawn reference is deferred to Phase 16's full save layer.
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##
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## World registration: World.register_bed / World.unregister_bed called from
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## _ready / _exit_tree.
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const TILE_SIZE_PX: int = 16
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## Sim ticks to build a bed (80 ticks ≈ 4 sim seconds at 1×).
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const BUILD_TICKS: int = 80
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## Sleep mood modifier indexed by Item.Quality int (SHODDY=0 … LEGENDARY=4).
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## Applied via the "slept_in_X" thought when a pawn finishes a sleep job.
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## Numbers are design.md placeholders — tune in Phase 20.
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## SHODDY=-8, NORMAL=-2, EXCELLENT=0, MASTERWORK=5, LEGENDARY=8
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const SLEEP_MOOD_BY_QUALITY: Array[int] = [-8, -2, 0, 5, 8]
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# ── exports ───────────────────────────────────────────────────────────────────
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## Tile position of this bed in world-tile coordinates.
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@export var tile: Vector2i = Vector2i.ZERO
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## Quality tier as an int matching Item.Quality enum (0=SHODDY … 4=LEGENDARY).
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## Determines sheet colour and sleep mood modifier.
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@export var quality: int = 1
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## Player-visible name. Defaults to "Bed"; extended types (medical bed, etc.)
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## can override via label_text without needing a subclass.
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@export var label_text: String = "Bed"
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## When true, this bed is designated as a medical treatment site.
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## DoctorProvider (Phase 9) prefers medical beds over regular beds when
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## choosing a destination for downed pawns. A small red cross is drawn over
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## the pillow in _draw() so the player can tell medical beds apart at a glance.
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@export var is_medical: bool = false
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# ── state ─────────────────────────────────────────────────────────────────────
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## Ticks of construction work applied so far. 0..BUILD_TICKS.
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var build_progress: int = 0
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## True once build_progress >= BUILD_TICKS.
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var _completed: bool = false
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## The pawn who "owns" this bed (has first right of use). null = unowned.
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## Phase 8 leaves this null; Phase 17 wires per-pawn bed assignment UI.
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var _owner_pawn = null
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## The pawn currently lying in this bed. Set by claim(); cleared by release().
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## Always null on save (SleepProvider re-claims after load if the pawn still
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## has an active sleep job; the JobRunner handles reconnection).
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var _occupant_pawn = null
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# ── lifecycle ─────────────────────────────────────────────────────────────────
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func _ready() -> void:
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# Bottom-anchor: position.y at tile bottom so Y-sort occludes pawns correctly.
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position = Vector2(
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tile.x * TILE_SIZE_PX + TILE_SIZE_PX / 2.0,
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tile.y * TILE_SIZE_PX + TILE_SIZE_PX
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)
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World.register_bed(self)
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queue_redraw()
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func _exit_tree() -> void:
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World.unregister_bed(self)
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## One-shot initialiser. Call after add_child() so _ready() has fired.
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func setup(p_tile: Vector2i) -> void:
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tile = p_tile
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position = Vector2(
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tile.x * TILE_SIZE_PX + TILE_SIZE_PX / 2.0,
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tile.y * TILE_SIZE_PX + TILE_SIZE_PX
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)
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queue_redraw()
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# ── BuildJob interface (matches Wall / Crate / Workbench shape) ───────────────
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## True while the bed still needs construction work.
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## JobRunner's BUILD toil checks this to decide when the toil is done.
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func is_buildable() -> bool:
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return not _completed
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## Human-readable label for job descriptions and Audit logs.
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func label() -> String:
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return label_text
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## Called by the BUILD toil in JobRunner once per sim tick while the pawn works.
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## Advances build_progress and completes the bed at BUILD_TICKS.
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func on_build_tick() -> void:
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if _completed:
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return
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build_progress += 1
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queue_redraw()
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if build_progress >= BUILD_TICKS:
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_complete()
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## True once the bed has been fully built.
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func is_completed() -> bool:
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return _completed
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## Beds remain walkable after completion — pawns walk ONTO the tile to sleep.
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func blocks_pathing_when_complete() -> bool:
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return false
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# ── occupancy ─────────────────────────────────────────────────────────────────
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## Returns true when this bed is built and no pawn is currently using it.
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## SleepProvider calls this to filter candidate beds before claiming.
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func is_available() -> bool:
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return _completed and _occupant_pawn == null
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## Atomically claim this bed for `pawn`. Returns false if not available.
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## SleepProvider calls this before starting the sleep toil; on false the
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## provider must look for another bed.
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func claim(pawn) -> bool:
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if not is_available():
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return false
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_occupant_pawn = pawn
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return true
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## Release this bed when the sleep job ends (normally or interrupted).
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## SleepProvider calls this from its on_complete / on_cancel hook.
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func release() -> void:
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_occupant_pawn = null
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# ── save / load ───────────────────────────────────────────────────────────────
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## Serialise all persistent state for World save (wired in Phase 16).
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## _occupant_pawn is always saved as null — the JobRunner holds the sleep
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## toil state and the SleepProvider re-claims the bed after load.
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func to_dict() -> Dictionary:
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var owner_name = null
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if _owner_pawn != null and _owner_pawn.has_method("get"):
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owner_name = _owner_pawn.get("pawn_name")
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return {
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"tile_x": tile.x,
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"tile_y": tile.y,
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"quality": quality,
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"label_text": label_text,
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"is_medical": is_medical,
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"build_progress": build_progress,
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"completed": _completed,
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"owner_pawn_name": owner_name,
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# occupant_pawn always null on save — SleepProvider reconnects after load.
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"occupant_pawn": null,
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}
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## Restore from a dict produced by to_dict().
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## owner_pawn re-wiring (name → Pawn reference) is deferred to Phase 16.
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func from_dict(d: Dictionary) -> void:
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tile = Vector2i(int(d.get("tile_x", 0)), int(d.get("tile_y", 0)))
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quality = int(d.get("quality", 1))
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label_text = str(d.get("label_text", "Bed"))
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is_medical = bool(d.get("is_medical", false))
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build_progress = int(d.get("build_progress", 0))
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_completed = bool(d.get("completed", false))
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# owner_pawn: Phase 16 will walk World.pawns and match by pawn_name.
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_owner_pawn = null
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_occupant_pawn = null
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setup(tile)
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# ── render ─────────────────────────────────────────────────────────────────────
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func _draw() -> void:
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# 3/4-perspective bed — fits within the tile (16×16 local box).
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# Origin (0, 0) = tile bottom-centre. Tile spans local Y: -16 to 0.
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#
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# Layout (bottom-anchored, same as Wall / Workbench):
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# Top band (5 px, Y -16..-11) — top surface of the bed frame (lit)
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# Body band (8 px, Y -11..-3) — sheet / quilt, quality-tinted
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# Leg band (3 px, Y -3.. 0) — bed-frame legs / base
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#
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# The pillow is a 6×3 rect inset at the top of the body band.
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# Quality tints the sheet; the frame/legs stay a constant warm brown.
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# Ghost state draws at 0.4 alpha.
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var alpha: float = 1.0 if _completed else 0.4
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_draw_bed(alpha)
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func _draw_bed(alpha: float) -> void:
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# Frame colours — same for all quality tiers (wood frame).
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var frame_top := Color(0.52, 0.38, 0.20, alpha) # lit top surface
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var frame_dark := Color(0.34, 0.24, 0.12, alpha) # shaded legs / base
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var frame_edge := Color(0.28, 0.18, 0.08, alpha) # top-front horizon
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var outline := Color(0.20, 0.12, 0.04, 0.70 * alpha)
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# Sheet colour varies by quality tier.
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var sheet_color := _sheet_color_for_quality(quality, alpha)
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# Pillow: light cream, inset at top-centre of the body band.
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var pillow := Color(0.95, 0.92, 0.85, alpha)
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# ── top surface (lit band) ────────────────────────────────────────────────
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draw_rect(Rect2(Vector2(-8.0, -16.0), Vector2(16.0, 5.0)), frame_top)
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# ── sheet / body band ─────────────────────────────────────────────────────
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draw_rect(Rect2(Vector2(-7.0, -11.0), Vector2(14.0, 8.0)), sheet_color)
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# Pillow: 6×3, horizontally centred, flush with the top of the body band.
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draw_rect(Rect2(Vector2(-3.0, -11.0), Vector2(6.0, 3.0)), pillow)
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# Medical cross: small red + over the pillow area.
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# Two overlapping rects form a classic cross — universal medical symbol.
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if is_medical:
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var cross := Color(0.85, 0.10, 0.10, alpha)
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draw_rect(Rect2(Vector2(-3.0, -8.0), Vector2(6.0, 2.0)), cross) # horizontal bar
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draw_rect(Rect2(Vector2(-1.0, -10.0), Vector2(2.0, 6.0)), cross) # vertical bar
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# ── base / legs band ──────────────────────────────────────────────────────
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draw_rect(Rect2(Vector2(-8.0, -3.0), Vector2(16.0, 3.0)), frame_dark)
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# ── horizon line (top → front depth edge) ────────────────────────────────
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draw_line(Vector2(-8.0, -11.0), Vector2(8.0, -11.0), frame_edge, 1.0)
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# ── outline ───────────────────────────────────────────────────────────────
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draw_rect(Rect2(Vector2(-8.0, -16.0), Vector2(16.0, 16.0)), outline, false, 1.0)
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## Returns the sheet fill colour for the given quality int.
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## Quality indices: 0=SHODDY, 1=NORMAL, 2=EXCELLENT, 3=MASTERWORK, 4=LEGENDARY.
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func _sheet_color_for_quality(q: int, alpha: float) -> Color:
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match q:
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0: # SHODDY — drab grey-brown
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return Color(0.45, 0.40, 0.35, alpha)
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1: # NORMAL — warm tan
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return Color(0.55, 0.40, 0.30, alpha)
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2: # EXCELLENT — cool blue
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return Color(0.30, 0.45, 0.65, alpha)
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3: # MASTERWORK — gold-brown
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return Color(0.65, 0.45, 0.20, alpha)
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4: # LEGENDARY — regal pink
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return Color(0.75, 0.40, 0.55, alpha)
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_: # fallback — same as NORMAL
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return Color(0.55, 0.40, 0.30, alpha)
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# ── internal ──────────────────────────────────────────────────────────────────
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func _complete() -> void:
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_completed = true
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queue_redraw()
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Audit.log("bed", "%s built at %s" % [label_text, tile])
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# Phase 13 — notify BeautySystem so nearby tile beauty scores update.
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var bs = World.get("beauty_system")
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if bs != null:
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bs.register_furniture(self)
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bs.recompute_around(tile)
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