Three-agent fan-out (gdscript-refactor x3) closing deferred polish: - Stockpile chip filter UI: new StockpilePanel (layer 18, right-anchored, mirrors WorkbenchPanel). 5-priority segmented control + 21-chip 4-col filter grid using Item.ALL_TYPES; wildcard (empty accepted_types) shows all chips checked with 'All' hint, first explicit pick switches to explicit-list mode. Selection chain extended to pawn → workbench → stockpile with mutual exclusion. 12 ui.stockpile.* + 13 item.* keys. - DaySummaryCard: layer-19 modal auto-opens at dusk→night via day_ended, auto-pauses sim, shows day+season header, weather row, stats grid with green/yellow/red tension bar, Continue dismiss + backdrop tap. Settings 'Show end-of-day summary' toggle persists via GameState. - Atmospheric audio: rain ambient loop (Cozy Melodies Pack 6) on weather_changed rain/storm with 0.5s fade-out on clear; thunder sting (Magic and Spells 6) on rain→storm transition; raid warning sting (Sword Pack 1, 'blades drawn') on EventBus.wolf_spawned. All on SFX bus — inherits existing slider + suspend mute. Contracts pre-written before fan-out: EventBus.stockpile_selected / stockpile_deselected / wolf_spawned signals; WolfSpawner._trigger_raid + _on_request_wolf_spawn now emit wolf_spawned with the spawned array. MCP runtime verified: StockpilePanel opens with 21 chips, DaySummaryCard renders weather row + tension bar + auto-pause, rain_player.playing=true on weather_changed(rain), all three new SFX keys in Audio.SFX_FILES. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
125 lines
4.7 KiB
GDScript
125 lines
4.7 KiB
GDScript
class_name WolfSpawner extends Node
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## Storyteller-side spawner for wolf raid events.
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##
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## Spawn trigger (Phase 10): full night (darkness_factor >= 0.8) AND off cooldown.
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## Season-weighted spawning (design.md "Wolf spawn") is deferred to Phase 12
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## when WeatherSystem / SeasonSystem land.
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##
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## WolfSpawner is a Node child of the World scene — not an autoload.
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## Wolf scenes are add_child()'d to get_parent() (the World scene root) so
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## wolves share the same node tree as all other entities.
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##
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## Pack size is PACK_MIN–PACK_MAX for Phase 10 demo. design.md target is 1–4;
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## widen the range in Phase 17 once the combat spike validates feel.
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const PACK_MIN: int = 1
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const PACK_MAX: int = 2 # Phase 10 demo; design.md target 1–4 for Phase 17.
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## Minimum sim ticks between raids. 4800 ticks = 1 in-game day at 20 Hz.
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## Prevents stacked raids in consecutive night phases.
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const RAID_COOLDOWN_TICKS: int = 4800
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## How far from each map edge to allow spawn tiles (avoids corner/boundary weirdness).
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const MAP_EDGE_BLEED: int = 2
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## Preloaded Wolf scene. Mirrors the pattern used by Tree/Item entities.
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const WOLF_SCENE: PackedScene = preload("res://scenes/entities/wolf.tscn")
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## Sim-tick number of the last raid this spawner triggered.
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## Initialised to -RAID_COOLDOWN_TICKS so the first eligible night is fair game.
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var _last_raid_tick: int = -RAID_COOLDOWN_TICKS
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func _ready() -> void:
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EventBus.sim_tick.connect(_on_sim_tick)
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# Phase 17 — EventCatalog threat events bypass darkness/cooldown gates and
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# force-spawn wolves immediately via this signal.
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if EventBus.has_signal("request_wolf_spawn"):
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EventBus.request_wolf_spawn.connect(_on_request_wolf_spawn)
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func _on_sim_tick(n: int) -> void:
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# Gate 1: only spawn during deep night (darkness >= 0.8 means past dusk ramp).
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# Clock.darkness_factor() returns 1.0 at full night, 0.8 at ~90% through the dusk ramp.
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if Clock.darkness_factor() < 0.8:
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return
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# Gate 2: cooldown — at least one in-game day between raids.
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if n - _last_raid_tick < RAID_COOLDOWN_TICKS:
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return
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_trigger_raid(n)
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func _trigger_raid(current_tick: int) -> void:
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_last_raid_tick = current_tick
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var pack_size := randi_range(PACK_MIN, PACK_MAX)
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var spawn_tiles := _pick_spawn_tiles(pack_size)
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var spawned: Array = []
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for spawn_tile in spawn_tiles:
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var w: Wolf = WOLF_SCENE.instantiate()
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get_parent().add_child(w)
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w.setup(spawn_tile)
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spawned.append(w)
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EventBus.wolf_spawned.emit(spawned)
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Audit.log("wolf", "RAID: %d wolf(ves) spawned at %s" % [pack_size, spawn_tiles])
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## Phase 17 — force-spawn `count` wolves immediately, bypassing darkness and
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## cooldown gates. Used by EventCatalog threat events (wolves_at_the_edge,
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## lone_wolf, pack_hunt) which fire at narrative moments regardless of time.
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## _last_raid_tick is NOT updated here — a forced narrative raid does not reset
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## the night-attack cooldown, so organic raids can still follow.
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func _on_request_wolf_spawn(count: int) -> void:
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var spawn_tiles := _pick_spawn_tiles(count)
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var spawned: Array = []
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for spawn_tile in spawn_tiles:
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var w: Wolf = WOLF_SCENE.instantiate()
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get_parent().add_child(w)
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w.setup(spawn_tile)
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spawned.append(w)
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EventBus.wolf_spawned.emit(spawned)
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Audit.log("wolf", "FORCED RAID (event): %d wolf(ves) spawned at %s" % [count, spawn_tiles])
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func _pick_spawn_tiles(count: int) -> Array[Vector2i]:
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## Choose a random map edge, then return `count` tiles clustered near a
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## random anchor on that edge. All tiles are inside MAP_EDGE_BLEED to avoid
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## corner/boundary edge cases with the pathfinder grid bounds.
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##
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## Map size matches World.MAP_SIZE_TILES (80×80 in Phase 1).
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## Duck-typed access to World.MAP_SIZE_TILES would require it to be declared
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## there; using the literal constant is safe for MVP and matches the pattern
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## used in WolfSpawner's Phase 10 scope. Phase 16 or 17 can wire this to
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## World.MAP_SIZE_TILES when that const lands on the autoload.
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const MAP_W: int = 80
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const MAP_H: int = 80
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var side: int = randi() % 4 # 0 = top, 1 = right, 2 = bottom, 3 = left
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var anchor: Vector2i
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match side:
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0: # Top edge
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anchor = Vector2i(
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randi_range(MAP_EDGE_BLEED, MAP_W - MAP_EDGE_BLEED - 1),
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MAP_EDGE_BLEED
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)
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1: # Right edge
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anchor = Vector2i(
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MAP_W - MAP_EDGE_BLEED - 1,
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randi_range(MAP_EDGE_BLEED, MAP_H - MAP_EDGE_BLEED - 1)
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)
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2: # Bottom edge
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anchor = Vector2i(
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randi_range(MAP_EDGE_BLEED, MAP_W - MAP_EDGE_BLEED - 1),
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MAP_H - MAP_EDGE_BLEED - 1
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)
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_: # Left edge (side == 3)
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anchor = Vector2i(
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MAP_EDGE_BLEED,
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randi_range(MAP_EDGE_BLEED, MAP_H - MAP_EDGE_BLEED - 1)
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)
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# Cluster wolves horizontally from the anchor; they start packed together.
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var tiles: Array[Vector2i] = []
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for i in count:
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tiles.append(anchor + Vector2i(i, 0))
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return tiles
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