The procedural 3/4-perspective bed (16×16 box of stacked draw_rect calls) gets replaced with a 16×32 single-column Sprite2D cropped from the ElvGames House Interior tileset. The sprite spans the bed's tile plus the tile immediately south — head with rounded pillow + frame in the bed tile, body and wood foot rail in the foot tile. The foot tile stays walkable in the pathfinder (Phase-4 simplification, matches small rocks). Three variants chosen deterministically by tile hash so the same bed renders the same colour across boots and saves: • (32, 22) brown wood frame • (35, 22) blue quilt • (38, 22) pink quilt Crops are LEFT-edge columns of the 2-/3-wide bundle beds — visually verified in /tmp/bed_candidates.png against MIDDLE/RIGHT alternatives. LEFT shows the clearest pillow shape + visible wood frame in a single column. Setup work (sprite, position, y-sort) now lives inside setup() not _ready() because _ready fires inside add_child() before the caller passes in the real tile — same lesson as BigRock. _build_sprite() is idempotent (drops the previous Sprite child) so the save-load flow (factory.setup → factory on_build_tick → from_dict.setup) re-creates the sprite without leaks. _draw() now renders only the medical-cross overlay when is_medical is true — sprite handles ghost alpha via modulate. _complete() solidifies the sprite from 0.4 to 1.0 alpha. The quality-tinted procedural sheets are dropped; quality still drives sleep mood, just not visual colour. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
296 lines
12 KiB
GDScript
296 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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## ElvGames House Interior atlas — 16×32 single-column bed crops. Each variant
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## shows a complete narrow bed: head with rounded pillow + frame on top tile,
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## body + wood foot on the bottom tile. See /tmp/bed_candidates.png from the
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## 2026-05-12 visual pass for the visual diff that picked these coords.
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##
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## The sprite spans the bed's tile + the tile immediately south. The southern
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## tile stays walkable in the pathfinder — pawns can pass through the visual
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## foot of the bed — matching the Phase 4 "rocks are walkable" simplification.
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const _BED_TEX: Texture2D = preload("res://art/tiles/FG_Interior.png")
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const _BED_TILE_W: int = 16
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const _BED_TILE_H: int = 32 # 2 tiles tall — head row + body row
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## Atlas top-left coords (x, y) for each variant. Picked by deterministic hash
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## from the bed's tile so the same bed renders the same colour each session.
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const _BED_VARIANT_COORDS: Array[Vector2i] = [
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Vector2i(32, 22), # brown bed (warm wood frame)
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Vector2i(35, 22), # blue bed (cool quilt)
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Vector2i(38, 22), # pink bed (rosy quilt)
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]
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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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## Builds the bed sprite here (not _ready) because _ready fires before the
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## caller passes in the real tile — building the sprite earlier would just
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## attach it to the (0,0) default position.
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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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# Y-sort so a pawn standing south of the bed (in the foot tile) draws over
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# the bed sprite, while a pawn sleeping IN the bed (same tile) layers under
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# the procedural medical-cross overlay. World scene has y_sort_enabled = true.
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y_sort_enabled = true
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_build_sprite()
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queue_redraw()
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## Adds a 16×32 Sprite2D child painted with one of the bed variants. Variant
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## chosen deterministically from the tile so the same bed renders the same
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## colour across boots and load/save. The sprite is centred vertically on the
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## border between the bed tile and the tile below, so the head shows in the
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## bed's tile and the body extends visually into the southern tile.
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func _build_sprite() -> void:
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# Idempotency: if a sprite was added on an earlier setup call, drop it.
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var prev := get_node_or_null("Sprite")
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if prev != null:
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prev.queue_free()
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var sprite := Sprite2D.new()
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sprite.name = "Sprite"
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sprite.texture = _BED_TEX
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sprite.region_enabled = true
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var idx: int = (tile.x * 31 + tile.y * 17) % _BED_VARIANT_COORDS.size()
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var coord: Vector2i = _BED_VARIANT_COORDS[idx]
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sprite.region_rect = Rect2(
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coord.x * TILE_SIZE_PX,
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coord.y * TILE_SIZE_PX,
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_BED_TILE_W,
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_BED_TILE_H,
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)
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sprite.centered = true
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# Node position.y already sits at the bottom of the bed tile (top of the
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# foot tile). A centred 16×32 sprite at offset (0, 0) then spans y -16..+16,
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# covering bed-tile + foot-tile vertically. No extra offset needed.
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sprite.offset = Vector2.ZERO
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# Sprite stays z=0; procedural _draw overlay (cross + ghost) renders on top
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# of the parent Node2D via its own _draw(), which fires after children.
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sprite.z_index = 0
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# Ghost state — translucent until built. Solidified in _complete().
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sprite.modulate.a = 1.0 if _completed else 0.4
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add_child(sprite)
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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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"class_id": &"bed",
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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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# Bed body / pillow now come from the Sprite2D child (see _build_sprite()).
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# This _draw renders only the small red medical-cross overlay over the
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# pillow region of the sprite. Sprite handles ghost alpha via modulate.a.
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if not is_medical:
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return
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var alpha: float = 1.0 if _completed else 0.4
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var cross := Color(0.85, 0.10, 0.10, alpha)
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# Pillow on the FG_Interior bed sprite sits roughly at local-y -12..-8 inside
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# the head tile. Drop a small + centred there so the player can tell medical
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# beds apart at a glance.
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draw_rect(Rect2(Vector2(-3.0, -11.0), Vector2(6.0, 2.0)), cross) # horizontal bar
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draw_rect(Rect2(Vector2(-1.0, -13.0), Vector2(2.0, 6.0)), cross) # vertical bar
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# ── internal ──────────────────────────────────────────────────────────────────
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func _complete() -> void:
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_completed = true
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# Solidify the ghost: sprite goes from 40% to full opacity.
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var sprite: Sprite2D = get_node_or_null("Sprite")
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if sprite != null:
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sprite.modulate.a = 1.0
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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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