Closed wooden door with stone arch from FG_Fortress (4..5, 19..20) — a 32×32 sprite bottom-anchored on the door tile. The 2-tile-wide sprite extends 8 px into each flanking tile so the stone arch merges into adjacent wall sprites, and the lintel rises one tile above the door tile (Y-sorted, occludes pawns). Ghost state stays at 40% alpha until build completes, matching the Wall/Bed/ Workbench convention. _draw() is now a no-op; the sprite handles everything. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
185 lines
7.2 KiB
GDScript
185 lines
7.2 KiB
GDScript
class_name Door extends Node2D
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## Door entity — built by a pawn with a Build job. Unlike walls, doors remain
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## walkable once complete. Phase 5: always-open (always walkable). Phase 7+
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## will add open/close animation and toggling.
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##
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## Door is rendered as a bottom-anchored tall sprite (Y-sorted), same as Wall,
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## so it occludes pawns walking behind it — matching the 3/4-perspective
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## rendering pivot (see memory.md Decisions: "Wall layer rendering").
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##
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## Build model (docs/implementation.md Phase 5):
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## A ConstructionProvider creates a Job whose BUILD toil calls on_build_tick()
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## once per sim tick via JobRunner. After BUILD_TICKS ticks the door is
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## complete: it registers with World for future open/close logic, does NOT
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## call set_cell_walkable(false), and transitions from ghost to solid.
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##
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## Render: a 32×32 closed-wood-door sprite from FG_Fortress (atlas (4..5, 19..20))
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## is bottom-anchored on the door tile. The sprite is 2 tiles wide so the stone
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## arch extends 8 px into each flanking tile — which is correct, since walls
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## typically sit on those tiles and the arch is supposed to merge into them.
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## The sprite is 2 tiles tall so the lintel rises one tile above the door tile
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## (matching Wall's bottom-anchored sprite convention).
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##
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## World registration: World.register_build_site / World.unregister_build_site
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## are called from _ready / _exit_tree. Methods land in the Opus integration pass.
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const TILE_SIZE_PX: int = 16
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## Sim ticks to build a door at 1× speed (80 ticks = 4 sim seconds).
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const BUILD_TICKS: int = 80
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## ElvGames Fortress atlas. Stone-arched closed wooden door — top-left of the
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## 32×32 region at (4, 19); covers tiles (4..5, 19..20).
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const _DOOR_TEX: Texture2D = preload("res://art/tiles/FG_Fortress.png")
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const _DOOR_COORD: Vector2i = Vector2i(4, 19)
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const _DOOR_W_TILES: int = 2
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const _DOOR_H_TILES: int = 2
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# ── state ──────────────────────────────────────────────────────────────────────
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@export var tile: Vector2i = Vector2i.ZERO
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## 0..BUILD_TICKS.
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var build_progress: int = 0
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var _completed: bool = false
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## Phase 5: always-open. Phase 7+ toggles this for open/close animation.
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var is_open: bool = true
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# ── lifecycle ──────────────────────────────────────────────────────────────────
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func _ready() -> void:
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World.register_build_site(self)
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func _exit_tree() -> void:
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World.unregister_build_site(self)
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# ── public API ─────────────────────────────────────────────────────────────────
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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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# Bottom-anchor: same as Wall so it Y-sorts correctly with pawns.
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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_enabled = true
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_build_sprite()
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queue_redraw()
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Audit.log("door", "door ghost placed at %s" % tile)
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## Builds the 32×32 FG_Fortress closed-door Sprite2D child. Bottom-anchored
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## so it sits flush with the door tile's bottom edge — the lintel rises into
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## the tile above and the stone arch extends one half-tile into each adjacent
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## tile. Idempotent: re-running drops the previous sprite first.
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func _build_sprite() -> void:
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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 = _DOOR_TEX
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sprite.region_enabled = true
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var pixels_w: int = TILE_SIZE_PX * _DOOR_W_TILES
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var pixels_h: int = TILE_SIZE_PX * _DOOR_H_TILES
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sprite.region_rect = Rect2(
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_DOOR_COORD.x * TILE_SIZE_PX,
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_DOOR_COORD.y * TILE_SIZE_PX,
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pixels_w,
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pixels_h,
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)
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sprite.centered = true
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# Centred at (0, -16): bottom edge of sprite at y=0 (= tile bottom), top at
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# y=-32. Horizontally centred so the 32-wide sprite extends ±16 px around
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# the door tile's centre, overlapping the two neighbouring wall tiles.
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sprite.offset = Vector2(0.0, -float(pixels_h) / 2.0)
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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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## True while the door still needs construction work.
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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 "door"
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## Called by the BUILD toil in JobRunner once per sim tick.
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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 door has been fully built.
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func is_completed() -> bool:
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return _completed
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# ── save / load ────────────────────────────────────────────────────────────────
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func to_dict() -> Dictionary:
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return {
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"class_id": &"door",
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"tile_x": tile.x,
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"tile_y": tile.y,
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"build_progress": build_progress,
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"completed": _completed,
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"is_open": is_open,
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}
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static func from_dict(d: Dictionary) -> Dictionary:
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return {
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"tile_x": int(d.get("tile_x", 0)),
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"tile_y": int(d.get("tile_y", 0)),
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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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"is_open": bool(d.get("is_open", true)),
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}
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# ── render ─────────────────────────────────────────────────────────────────────
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func _draw() -> void:
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# Door body is rendered by the Sprite2D child (see _build_sprite()).
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# No procedural overlay needed — the FG_Fortress closed-door sprite already
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# shows the wood panels, stone arch, and lintel. Ghost alpha is handled
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# via sprite.modulate.a in _build_sprite / _complete.
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pass
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# ── internal ───────────────────────────────────────────────────────────────────
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func _complete() -> void:
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_completed = true
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# Doors are walkable — do NOT call set_cell_walkable(false).
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# Phase 13 — erase any wall-layer stamp at this tile. The demo seed
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# pre-stamps the door slot as a wall so BFS can detect the cabin at boot;
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# the real door completing supersedes that. Must happen before register_door
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# so the BFS in mark_door_tile sees the correct wall-layer state.
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if World.wall_layer != null:
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World.wall_layer.erase_cell(tile)
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# Register so future open/close logic can locate this door by tile.
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World.register_door(self)
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# Phase 13 — notify RoomDetector so the door tile is eligible as an
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# interior boundary tile for room BFS.
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World.mark_door_tile(tile)
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# Solidify the ghost sprite 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("door", "door completed at %s" % tile)
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