Each entity completion handler (wall/floor/door/bed/torch/workbench/crate /tree/rock/big_rock/grave_slot) now calls World.clear_designation_at(tile) so the orange/blue/etc. highlight overlay disappears with the job. BigRock iterates its footprint to clear all four tiles. World.designation_ctl is set during the scene boot wire-up; the helper no-ops when the controller is absent (e.g. headless tests).
272 lines
10 KiB
GDScript
272 lines
10 KiB
GDScript
class_name Crate extends StorageDestination
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## Furniture container entity: holds up to CAPACITY item stacks and can be
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## filtered like a StockpileZone. Built via Build → Furniture → Crate.
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##
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## Lifecycle:
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## - Ghost phase: placed but not yet built (build_progress < BUILD_TICKS).
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## accepts() returns false; visual is 40% alpha.
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## - Completed phase: _completed == true; accepts items up to CAPACITY.
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##
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## StorageDestination interface:
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## accepts() — filter + capacity gate; false while ghost.
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## find_drop_position()— returns crate's own tile when room exists,
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## Vector2i(-1, -1) when full or ghost.
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## covers_tile() — single-tile container; only the crate's own tile.
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##
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## BuildJob interface (mirrors Wall.on_build_tick pattern):
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## is_buildable() — true while still a ghost.
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## on_build_tick() — increments build_progress; completes at BUILD_TICKS.
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## is_completed() — true once built.
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##
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## register_item() is called by JobRunner._tick_deposit (Opus integration
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## follow-up) after the deposit physically lands on the crate tile.
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##
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## See docs/architecture.md "Container" and Phase 5 implementation plan.
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## Maximum item stacks this crate can hold.
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const CAPACITY: int = 4
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## Number of sim ticks a pawn must spend building to complete the crate.
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const BUILD_TICKS: int = 60
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## Pixel size of one tile — must match World.TILE_SIZE_PX.
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const TILE_SIZE_PX: int = 16
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# ── visual constants ──────────────────────────────────────────────────────────
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## Body dimensions in pixels (centred on the tile).
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const _BODY_W: int = 12
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const _BODY_H: int = 10
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## Crate colours.
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const _COLOR_BODY: Color = Color(0.45, 0.30, 0.15, 1.0)
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const _COLOR_OUTLINE: Color = Color(0.25, 0.18, 0.08, 1.0)
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const _COLOR_SLAT: Color = Color(0.30, 0.20, 0.10, 1.0)
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const _COLOR_FILL_DOT: Color = Color(1.0, 1.0, 1.0, 0.9)
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## Ghost alpha multiplier when not yet built.
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const _GHOST_ALPHA: float = 0.40
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# ── exports ───────────────────────────────────────────────────────────────────
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## Tile position of this crate in world-tile coordinates.
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@export var tile: Vector2i = Vector2i.ZERO
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## Player-facing label (inspect UI, Phase 17).
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@export var label_text: String = "Crate"
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# ── state ─────────────────────────────────────────────────────────────────────
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## Sim ticks of construction work applied so far.
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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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## Live item nodes currently stored in this crate; capped at CAPACITY.
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## Populated by register_item() (called from JobRunner._tick_deposit).
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var _contents: Array = []
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# ── lifecycle ─────────────────────────────────────────────────────────────────
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func _ready() -> void:
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# Inherits StorageDestination defaults for priority / accepted_types.
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# Crates default to NORMAL priority and wildcard (accepts all types).
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priority = StorageDestination.Priority.NORMAL
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accepted_types = []
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# Register with the World stockpile pool so HaulingProvider sees us.
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World.register_stockpile(self)
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World.register_build_site(self)
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queue_redraw()
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func _exit_tree() -> void:
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World.unregister_stockpile(self)
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World.unregister_build_site(self)
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## One-shot initialiser called by the spawning / placement code.
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## Sets tile and snaps pixel position to the tile centre.
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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 / 2.0
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)
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# ── StorageDestination interface ──────────────────────────────────────────────
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## Returns true if this crate can accept `item` right now.
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## False while still a ghost, false if the filter rejects the type,
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## false if all CAPACITY slots are taken.
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func accepts(item) -> bool:
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if not _completed:
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return false
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if not _filter_accepts(item):
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return false
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return _contents.size() < CAPACITY
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## Returns the crate's own tile when it can accept `item`, otherwise (-1,-1).
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## All items stack into the crate's single tile — there is no 2D region.
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func find_drop_position(item) -> Vector2i:
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if accepts(item):
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return tile
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return Vector2i(-1, -1)
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## Returns true only when `p_tile` is exactly the crate's own tile.
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func covers_tile(p_tile: Vector2i) -> bool:
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return p_tile == tile
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# ── BuildJob interface ────────────────────────────────────────────────────────
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## True while the crate has not yet been fully built.
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func is_buildable() -> bool:
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return not _completed
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## Returns the player-visible name for build-order and inspect UI.
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func label() -> String:
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return label_text
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## Called once per sim tick while a Construction pawn is working on this crate.
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## Advances build_progress; completes the crate once BUILD_TICKS is reached.
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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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if build_progress >= BUILD_TICKS:
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_completed = true
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emit_signal("contents_changed")
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World.clear_designation_at(tile)
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Audit.log("crate", "built at %s (capacity %d)" % [tile, CAPACITY])
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queue_redraw()
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## True once the crate has been fully built.
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func is_completed() -> bool:
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return _completed
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# ── inventory hooks ───────────────────────────────────────────────────────────
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## Called from JobRunner._tick_deposit (Opus integration) after the item
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## physically lands on the crate tile.
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## Defensive: skips duplicates and over-capacity inserts (HaulingProvider may
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## race ahead of capacity checks in edge cases).
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func register_item(item) -> void:
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if not _completed:
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return
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if _contents.has(item) or _contents.size() >= CAPACITY:
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return
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_contents.append(item)
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emit_signal("contents_changed")
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## Called when an item is removed from the crate (picked up by a pawn or via
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## the Empty operation in Phase 17 inspect UI).
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func unregister_item(item) -> void:
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_contents.erase(item)
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emit_signal("contents_changed")
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# ── save / load ───────────────────────────────────────────────────────────────
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## Serialise crate state for World save (Phase 16 will wire this).
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func to_dict() -> Dictionary:
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return {
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"class_id": &"crate",
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"tile_x": tile.x,
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"tile_y": tile.y,
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"label_text": label_text,
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"build_progress": build_progress,
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"completed": _completed,
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"priority": int(priority),
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"accepted_types": accepted_types.map(func(t): return String(t)),
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}
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## Restore from a dict produced by to_dict().
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## Item content refs are reconnected by World.load_crates() after all items
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## are spawned (Phase 16); _contents starts empty here.
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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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label_text = d.get("label_text", "Crate")
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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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priority = d.get("priority", StorageDestination.Priority.NORMAL) as StorageDestination.Priority
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var raw_types: Array = d.get("accepted_types", [])
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accepted_types.clear()
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for s in raw_types:
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accepted_types.append(StringName(s))
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setup(tile)
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# ── render ─────────────────────────────────────────────────────────────────────
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## Procedural crate graphic; no PNG dependency.
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##
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## Completed crate:
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## Brown 12×10 body with a darker 1-px outline, two horizontal slat bands.
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## Four 2×2 fill-indicator dots in the top-right corner — white dots equal
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## to _contents.size() are drawn; remaining dots are drawn at low alpha.
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##
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## Ghost (not yet built):
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## Same shapes at GHOST_ALPHA overall alpha.
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func _draw() -> void:
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var alpha_scale: float = _GHOST_ALPHA if not _completed else 1.0
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var body_color := Color(_COLOR_BODY.r, _COLOR_BODY.g, _COLOR_BODY.b, _COLOR_BODY.a * alpha_scale)
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var outline_col := Color(_COLOR_OUTLINE.r, _COLOR_OUTLINE.g, _COLOR_OUTLINE.b, _COLOR_OUTLINE.a * alpha_scale)
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var slat_color := Color(_COLOR_SLAT.r, _COLOR_SLAT.g, _COLOR_SLAT.b, _COLOR_SLAT.a * alpha_scale)
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# Half-extents for centering.
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var hw: int = _BODY_W / 2 # 6
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var hh: int = _BODY_H / 2 # 5
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# Body fill.
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var body_rect := Rect2(Vector2(-hw, -hh), Vector2(_BODY_W, _BODY_H))
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draw_rect(body_rect, body_color, true)
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# Outline (1 px wide; draw_rect with false = border).
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draw_rect(body_rect, outline_col, false, 1.0)
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# Two horizontal slat bands — at ⅓ and ⅔ of the body height.
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# Each band is 1 px tall, inset 1 px from the sides.
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var slat_x_start: float = -hw + 1.0
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var slat_width: float = float(_BODY_W - 2)
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var slat_y1: float = -hh + float(_BODY_H) / 3.0 - 0.5
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var slat_y2: float = -hh + float(_BODY_H) * 2.0 / 3.0 - 0.5
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draw_line(
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Vector2(slat_x_start, slat_y1),
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Vector2(slat_x_start + slat_width, slat_y1),
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slat_color, 1.0
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)
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draw_line(
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Vector2(slat_x_start, slat_y2),
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Vector2(slat_x_start + slat_width, slat_y2),
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slat_color, 1.0
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)
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# Fill-level indicator: 4 dots (2×2 px each) in the top-right corner,
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# arranged in a 2×2 grid. Dots up to _contents.size() are bright white;
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# the rest are dim (10% alpha).
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var dot_size: float = 2.0
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var dot_gap: float = 1.0
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var dot_origin := Vector2(float(hw) - 2.0 * dot_size - dot_gap - 1.0, float(-hh) + 1.0)
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for i in range(CAPACITY):
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var col_idx: int = i % 2
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var row_idx: int = i / 2
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var dot_x: float = dot_origin.x + col_idx * (dot_size + dot_gap)
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var dot_y: float = dot_origin.y + row_idx * (dot_size + dot_gap)
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var dot_rect := Rect2(Vector2(dot_x, dot_y), Vector2(dot_size, dot_size))
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var fill_alpha: float = (1.0 if i < _contents.size() else 0.15) * alpha_scale
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var dot_col := Color(_COLOR_FILL_DOT.r, _COLOR_FILL_DOT.g, _COLOR_FILL_DOT.b, fill_alpha)
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draw_rect(dot_rect, dot_col, true)
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