A new entity for multi-tile rock formations. Same duck-typed contract as
single-tile Rock so MineProvider scans both transparently via World.rocks.
Differences from Rock:
• Occupies a 2×2 footprint anchored at origin_tile (top-left).
• Renders a single 32×32 Sprite2D drawn from the FG_Grasslands_Spring 2×2
cluster sprites at (22, 3) brown and (30, 3) gray.
• Blocks pathfinding on all four footprint tiles — pawns route around it.
• MineProvider asks `rock.approach_tile_for(pawn.tile)` for the walk
destination, so the pawn stands beside the boulder instead of trying to
path into the blocked footprint. Rock returns its own tile (walkable);
BigRock picks the nearest walkable perimeter neighbour.
• Mining takes 480 ticks (4× Rock) and drops 4 stone, one per footprint tile.
All init work happens in setup() rather than _ready(): the calling pattern is
`add_child(big); big.setup(origin)`, and _ready fires inside add_child with
origin_tile still at its zero default — anything reading origin_tile from
_ready would stamp the pathfinder at the wrong tile.
Wired through SaveSystem: factory preload, spawn-priority tier 0 (same as
Rock — static structures spawn before pawns), and a `&"big_rock"` factory.
World seed adds two demo boulders near the small-rock cluster
(65, 58) + (56, 64) so the visual contrast is on-screen from boot.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
61 lines
2.3 KiB
GDScript
61 lines
2.3 KiB
GDScript
class_name MineProvider extends WorkProvider
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## WorkProvider for the "mine" work category.
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##
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## Scans World.rocks for the nearest mineable Rock (Manhattan distance from
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## the requesting pawn) and returns a two-toil Job:
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## walk_to(rock.tile) → interact(rock.get_path(), "on_mine_tick")
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##
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## The INTERACT toil calls Rock.on_mine_tick() once per sim tick; the Rock
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## internally tracks mine_progress and handles removal when MINE_TICKS is
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## reached. The toil finishes automatically when is_mineable() returns
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## false (exhausted) or when the node is freed.
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##
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## Phase 4 simplification: rocks are assumed walkable during mining approach
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## (they may block movement in a later phase once obstruction is added to the
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## pathfinder).
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##
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## Duck-typing note: Rock is referenced without class_name (class may not be
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## registered yet when this provider loads). World.rocks may also hold BigRock
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## instances; both expose the same interface so we just iterate the array:
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## rock.tile: Vector2i — for distance scoring
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## rock.is_mineable() -> bool
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## rock.approach_tile_for(pawn_tile) -> Vector2i — walk destination
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## rock.get_path() -> NodePath
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func _init() -> void:
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category = &"mine"
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priority = 4 # Slightly lower than chop (5); both higher than rest (0).
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## Returns a Job targeting the nearest mineable Rock, or null if none exists.
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## `pawn` is duck-typed: must expose .tile (Vector2i).
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func find_best_for(pawn) -> Job:
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var best = null
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var best_dist: int = 999999
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for rock in World.rocks:
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if not rock.is_mineable():
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continue
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if Job.is_target_taken_by_other(rock, pawn):
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continue
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var d: int = abs(rock.tile.x - pawn.tile.x) + abs(rock.tile.y - pawn.tile.y)
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if d < best_dist:
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best_dist = d
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best = rock
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if best == null:
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return null
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var j := Job.new()
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j.label = "Mine rock at %s" % best.tile
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j.target_node = best
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# Ask the entity where the pawn should stand. Single rocks return their own
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# tile (walkable). BigRocks return a perimeter tile so the pawn doesn't try
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# to pathfind into the blocked 2×2 footprint.
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var walk_tile: Vector2i = (
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best.approach_tile_for(pawn.tile) if best.has_method("approach_tile_for") else best.tile
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)
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j.toils.append(Toil.walk_to(walk_tile))
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j.toils.append(Toil.interact(best.get_path(), &"on_mine_tick"))
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return j
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