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>
224 lines
7.9 KiB
GDScript
224 lines
7.9 KiB
GDScript
class_name Wolf extends Node2D
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## Wolf entity — hostile animal with a 4-state AI state machine.
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##
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## State machine (docs/architecture.md "Wolf AI"):
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## APPROACH → walk toward nearest non-downed pawn within sight radius.
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## ENGAGE → attack adjacent pawn; 70% hit chance; 50% chance to apply Bleeding.
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## FLEE → Phase 10 simplification: wolves never flee (fight to the death).
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## Phase 17 may add flee-when-low-hp behaviour.
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## DEAD → HP reached 0; renders an X marker.
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##
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## Combat tunables are Phase 10 placeholders; Phase 20 will tune them against
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## real pawn stats. Hit math matches docs/architecture.md "Hit / damage resolution"
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## (simplified — no weapon/armor/cover modifiers until Phase 17).
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##
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## Registration follows the same pattern as Tree and Rock: _ready() calls
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## World.register_wolf(), _exit_tree() calls World.unregister_wolf().
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## Pawns are referenced by duck typing only (no `Pawn` class_name) so the
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## autoload-ordering window from Phase 2/3 cannot bite here.
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const TILE_SIZE_PX: int = 16
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## Wolves move slightly faster than pawns (pawn STEP_TICKS = 10).
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const STEP_TICKS: int = 8
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# ── combat tunables (Phase 10 placeholders; tune Phase 20) ──────────────────
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const ATTACK_DAMAGE: float = 12.0
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## 1.5 in-game seconds between attacks at 1× (30 ticks × 50 ms).
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const ATTACK_COOLDOWN_TICKS: int = 30
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## How many tiles away a wolf can "see" a pawn.
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const SIGHT_RADIUS: int = 12
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const HP_MAX: float = 40.0
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## Probability (0–1) that a successful hit also inflicts Bleeding status.
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const BLEEDING_CHANCE: float = 0.5
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# ── state machine ────────────────────────────────────────────────────────────
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enum State { APPROACH, ENGAGE, FLEE, DEAD }
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@export var tile: Vector2i = Vector2i.ZERO
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var state: State = State.APPROACH
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var hp: float = HP_MAX
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## Current pawn target; duck-typed (exposes .tile, .pawn_name, .is_downed(), .take_damage(), .add_status()).
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var target_pawn = null
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var _path: Array[Vector2i] = []
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var _step_progress: float = 0.0
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var _attack_cooldown: int = 0
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# ── lifecycle ────────────────────────────────────────────────────────────────
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func _ready() -> void:
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position = _tile_to_world(tile)
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World.register_wolf(self)
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EventBus.sim_tick.connect(_on_sim_tick)
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queue_redraw()
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func _exit_tree() -> void:
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World.unregister_wolf(self)
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## One-shot initialiser. Call after add_child() so _ready() has already fired.
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func setup(p_tile: Vector2i) -> void:
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tile = p_tile
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position = _tile_to_world(tile)
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queue_redraw()
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Audit.log("wolf", "spawned at %s" % tile)
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func take_damage(amount: float) -> void:
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hp = maxf(0.0, hp - amount)
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if hp <= 0.0 and state != State.DEAD:
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state = State.DEAD
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Audit.log("wolf", "wolf at %s killed" % tile)
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queue_redraw()
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func is_dead() -> bool:
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return state == State.DEAD
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# ── state machine tick ──────────────────────────────────────────────────────
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func _on_sim_tick(_n: int) -> void:
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if state == State.DEAD:
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return
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if _attack_cooldown > 0:
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_attack_cooldown -= 1
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match state:
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State.APPROACH: _tick_approach()
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State.ENGAGE: _tick_engage()
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State.FLEE: _tick_flee()
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func _tick_approach() -> void:
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# Find nearest non-downed pawn within sight radius.
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if target_pawn == null or target_pawn.is_downed():
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target_pawn = _find_target()
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if target_pawn == null:
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return # No eligible target; wolf stands still.
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# (Re-)plan path whenever we acquire a new target.
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if World.pathfinder != null:
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_path = World.pathfinder.find_path(tile, target_pawn.tile)
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_advance_walk()
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# Switch to ENGAGE when adjacent to the target.
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if target_pawn != null and _manhattan(tile, target_pawn.tile) <= 1:
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state = State.ENGAGE
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func _tick_engage() -> void:
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# Re-acquire if current target was downed or lost.
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if target_pawn == null or target_pawn.is_downed():
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target_pawn = _find_target()
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if target_pawn == null:
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return
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state = State.APPROACH
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return
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# Move toward target if it has drifted more than 1 tile away.
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if _manhattan(tile, target_pawn.tile) > 1:
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state = State.APPROACH
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return
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# Attack if off cooldown.
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if _attack_cooldown == 0:
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_attack(target_pawn)
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_attack_cooldown = ATTACK_COOLDOWN_TICKS
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func _tick_flee() -> void:
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# Phase 10 simplification: wolves fight to the death — FLEE is a no-op.
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# Phase 17 may add flee-when-low-hp via: if hp < HP_MAX * 0.30 → flee logic.
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pass
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func _attack(target) -> void:
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# Simple two-outcome hit roll (70% base hit chance per docs/architecture.md
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# "Hit / damage resolution"). Phase 17 will add weapon/armor/cover modifiers.
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var hit_roll := randf()
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if hit_roll < 0.7:
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target.take_damage(ATTACK_DAMAGE, "wolf")
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Audit.log("wolf", "wolf hit %s for %.1f" % [target.pawn_name, ATTACK_DAMAGE])
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# 50% chance to inflict Bleeding status (design.md "Combat" + Phase 9 StatusCatalog).
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if randf() < BLEEDING_CHANCE:
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target.add_status(StatusCatalog.bleeding(1))
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Audit.log("wolf", "wolf applied Bleeding to %s" % target.pawn_name)
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else:
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Audit.log("wolf", "wolf missed %s" % target.pawn_name)
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func _find_target():
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## Returns the nearest non-downed pawn within SIGHT_RADIUS tiles (Manhattan),
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## or null if none exists. Duck-typed — no Pawn class_name dependency.
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var best = null
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var best_dist: int = SIGHT_RADIUS + 1 # exclusive upper bound
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for p in World.pawns:
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if p.is_downed():
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continue
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var d := _manhattan(tile, p.tile)
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if d > SIGHT_RADIUS:
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continue
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if d < best_dist:
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best_dist = d
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best = p
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return best
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func _advance_walk() -> void:
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if _path.is_empty():
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return
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_step_progress += 1.0 / float(STEP_TICKS)
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if _step_progress >= 1.0:
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tile = _path[0]
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_path.remove_at(0)
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_step_progress = 0.0
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# ── render ──────────────────────────────────────────────────────────────────
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func _process(_delta: float) -> void:
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if state == State.DEAD:
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return
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# Lerp render position between current tile and next tile in the path.
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var from_w := _tile_to_world(tile)
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var to_t := _path[0] if not _path.is_empty() else tile
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var to_w := _tile_to_world(to_t)
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position = from_w.lerp(to_w, _step_progress)
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func _draw() -> void:
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if state == State.DEAD:
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# X marker — dark red crosshatch so the corpse is visible but subdued.
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var x_color := Color(0.30, 0.10, 0.10, 0.8)
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draw_line(Vector2(-6, -6), Vector2(6, 6), x_color, 2.0)
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draw_line(Vector2(6, -6), Vector2(-6, 6), x_color, 2.0)
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return
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# Dark-brown canine body (12×6 rect) plus a slightly lighter snout pellet.
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var body_col := Color(0.25, 0.22, 0.20, 1.0)
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var snout_col := Color(0.18, 0.15, 0.13, 1.0)
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# Body — horizontally elongated, centered slightly left of tile center.
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draw_rect(Rect2(Vector2(-7.0, -2.0), Vector2(12.0, 6.0)), body_col)
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# Snout — small block protruding to the right.
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draw_rect(Rect2(Vector2(4.0, -3.0), Vector2(5.0, 4.0)), snout_col)
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# Eye glow — single red dot; signals hostility at a glance.
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draw_circle(Vector2(6.0, -1.5), 0.7, Color(0.95, 0.30, 0.20, 0.95))
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# Legs — 4 short downward marks below the body.
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for x_off in [-5.0, -1.0, 2.0, 5.0]:
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draw_rect(Rect2(Vector2(x_off, 4.0), Vector2(1.5, 3.0)), body_col)
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# ── helpers ─────────────────────────────────────────────────────────────────
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func _tile_to_world(t: Vector2i) -> Vector2:
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return Vector2(
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t.x * TILE_SIZE_PX + TILE_SIZE_PX / 2.0,
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t.y * TILE_SIZE_PX + TILE_SIZE_PX / 2.0
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)
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func _manhattan(a: Vector2i, b: Vector2i) -> int:
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return abs(a.x - b.x) + abs(a.y - b.y)
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