rimlike/scenes/world/designation.gd
megaproxy c6c88acc47 sow no longer needs grain + add crop zone paint tools
Bug: pawns weren't replanting. _find_sow required a TYPE_GRAIN item
as seed, but Millstone's flour bill (FOREVER) consumed all grain
before sow could claim it. With CookingProvider now priority 6, grain
contention is fatal — TILLED crops sit forever.

Fix: removed the grain requirement. Sow is now Rimworld-style — the
designation triggers work; no input is consumed. _find_sow returns a
2-toil job (walk → interact). Crop.on_sow_tick just flips stage to
SOWN.

Feature: 4 new paint tools in BuildDrawer's new "Farm" section column
— TOOL_PAINT_CROP_WHEAT/POTATO/CORN/STRAWBERRY. Painting a grass
tile spawns a TILLED Crop entity that pawns then sow. World rejects
non-grass tiles, occupied tiles, and non-walkable terrain. 9 new
string keys, kind-specific thumbnail draws (gold/tan/yellow/red).

MCP verified: 12 forced-TILLED crops fully cycled TILLED → SOWN →
growth → READY within ~3000 ticks. Paint tool spawned wheat crop at
(35, 30); wall tile at (44, 23) correctly rejected.

Followup smell: cancelling a designation on a player-painted crop
will queue_free even if grown — Crop has no can_complete. Future
guard could skip crops past TILLED.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-16 21:29:00 +01:00

278 lines
12 KiB
GDScript

extends Node
class_name Designation
## Phase 5 — Designation paint mode.
##
## Captures mouse input to drag-paint ghost tiles on Layer 3 (designation_layer)
## of the world TileMap. Each new cell painted emits EventBus.designation_added;
## removing a ghost emits EventBus.designation_cleared.
##
## Integrates with Selection: raises Selection.designation_active while a non-none
## tool is active so Selection does not also process those clicks.
##
## Opus wires the node into world.tscn and calls bind() + set_active_tool() from
## the build-drawer UI.
# ── tool constants ───────────────────────────────────────────────────────────
const TOOL_NONE: StringName = &"none"
const TOOL_BUILD_WALL: StringName = &"build_wall"
const TOOL_BUILD_FLOOR: StringName = &"build_floor"
const TOOL_BUILD_DOOR: StringName = &"build_door"
# Phase 13 — no-roof designation: painted tiles become courtyards; RoomDetector
# excludes them from auto-roofing. Calls World.toggle_no_roof_at() on apply.
const TOOL_NO_ROOF: StringName = &"no_roof"
# Phase 14 — graveyard zone paint: marks a region as a corpse-only storage zone.
const TOOL_GRAVEYARD: StringName = &"graveyard"
# Phase 14 — dig grave: queues a GraveSlot build job at the painted tile.
const TOOL_DIG_GRAVE: StringName = &"dig_grave"
# Phase 17 — Designate tab tools (harvest / gather orders).
const TOOL_CHOP: StringName = &"chop"
const TOOL_MINE: StringName = &"mine"
# Phase 17 — Build tab single-entity tools.
const TOOL_BUILD_CRATE: StringName = &"build_crate"
const TOOL_BUILD_BED: StringName = &"build_bed"
const TOOL_BUILD_TORCH: StringName = &"build_torch"
# Phase 17 — Build tab workbench variants (one tool per bench kind so the
# build-drawer can display each as a distinct button with a distinct label).
const TOOL_BUILD_WORKBENCH_CARPENTER: StringName = &"build_workbench_carpenter"
const TOOL_BUILD_WORKBENCH_SMELTER: StringName = &"build_workbench_smelter"
const TOOL_BUILD_WORKBENCH_MILLSTONE: StringName = &"build_workbench_millstone"
const TOOL_BUILD_WORKBENCH_HEARTH: StringName = &"build_workbench_hearth"
const TOOL_BUILD_WORKBENCH_CREMATION_PYRE: StringName = &"build_workbench_cremation_pyre"
# Phase 17 — Stockpile tab.
const TOOL_PAINT_STOCKPILE: StringName = &"paint_stockpile"
# Tree planting — ghost sapling that ConstructionProvider will fulfil.
const TOOL_PLANT_TREE: StringName = &"plant_tree"
# Quarry — must paint on a BigRockNode tile; spawns a QuarryWorkbench ghost.
const TOOL_PAINT_QUARRY: StringName = &"paint_quarry"
# Crop zone paint (one tool per kind) — spawns a Crop entity at Stage.TILLED
# so PlantProvider will assign a sow job with no seed cost.
const TOOL_PAINT_CROP_WHEAT: StringName = &"paint_crop_wheat"
const TOOL_PAINT_CROP_POTATO: StringName = &"paint_crop_potato"
const TOOL_PAINT_CROP_CORN: StringName = &"paint_crop_corn"
const TOOL_PAINT_CROP_STRAWBERRY: StringName = &"paint_crop_strawberry"
# ── tool → material override ─────────────────────────────────────────────────
# For build_wall and build_floor the tool is shared but the material differs.
# The build-drawer sets _tool_material before activating the tool so the spawn
# bridge in world.gd can read it. Default is "stone" for walls, "wood" for
# floors — matching the Phase 5 demo seeds.
var tool_material: StringName = &"" # set by build_drawer; read by world.gd dispatch
# Atlas coords on the shared placeholder tileset (source 0).
# build_wall → stone-grey (2, 0); build_floor → dirt-brown (1, 0).
# build_door → dark stone (3, 0) so the ghost reads visually distinct from walls.
# no_roof → grass (0, 0) with the designation layer modulate tinting it visibly.
# graveyard / dig_grave → dirt-brown (1, 0); modulate tints these dark brown.
# chop / mine / build_crate / build_bed / build_torch → reuse existing atlas slots.
# workbench variants and paint_stockpile → dirt-brown (1, 0) ghost.
const _ATLAS_BY_TOOL: Dictionary = {
&"build_wall": Vector2i(2, 0),
&"build_floor": Vector2i(1, 0),
&"build_door": Vector2i(3, 0),
&"no_roof": Vector2i(0, 0),
&"graveyard": Vector2i(1, 0),
&"dig_grave": Vector2i(1, 0),
&"chop": Vector2i(0, 0),
&"mine": Vector2i(2, 0),
&"build_crate": Vector2i(1, 0),
&"build_bed": Vector2i(1, 0),
&"build_torch": Vector2i(1, 0),
&"build_workbench_carpenter": Vector2i(1, 0),
&"build_workbench_smelter": Vector2i(2, 0),
&"build_workbench_millstone": Vector2i(1, 0),
&"build_workbench_hearth": Vector2i(1, 0),
&"build_workbench_cremation_pyre":Vector2i(3, 0),
&"paint_stockpile": Vector2i(0, 0),
&"plant_tree": Vector2i(0, 0), # grass ghost — tinted green
&"paint_quarry": Vector2i(2, 0), # stone-grey ghost
&"paint_crop_wheat": Vector2i(1, 0), # dirt-brown ghost (tilled soil)
&"paint_crop_potato": Vector2i(1, 0),
&"paint_crop_corn": Vector2i(1, 0),
&"paint_crop_strawberry": Vector2i(1, 0),
}
# Placeholder source ID — mirrors World.PLACEHOLDER_SOURCE_ID.
const _SOURCE_ID: int = 0
# Tile-size in pixels — mirrors World.TILE_SIZE_PX.
const _TILE_SIZE_PX: float = 16.0
# ── signals ──────────────────────────────────────────────────────────────────
signal designation_added(cell: Vector2i, tool: StringName)
signal designation_cleared(cell: Vector2i)
# ── state ────────────────────────────────────────────────────────────────────
var _tool: StringName = TOOL_NONE
var _paint_layer: TileMapLayer = null
var _selection: Selection = null # optional; raised/lowered for input hand-off
# cell → tool that placed the ghost.
var _painted: Dictionary = {} # Dictionary[Vector2i, StringName]
# Stroke deduplication — cells touched in the current mouse-down session.
var _stroke_cells: Dictionary = {} # Dictionary[Vector2i, bool]
var _stroke_active: bool = false
# ── public API ───────────────────────────────────────────────────────────────
## Call once from World._ready() with the TileMapLayer at index 3 (Designation)
## and the sibling Selection node.
func bind(paint_layer: TileMapLayer, selection: Selection = null) -> void:
assert(paint_layer != null, "Designation.bind: paint_layer is null")
_paint_layer = paint_layer
_selection = selection
## Activate a paint tool. Pass TOOL_NONE to deactivate.
func set_active_tool(tool: StringName) -> void:
assert(
tool in [
TOOL_NONE, TOOL_BUILD_WALL, TOOL_BUILD_FLOOR, TOOL_BUILD_DOOR,
TOOL_NO_ROOF, TOOL_GRAVEYARD, TOOL_DIG_GRAVE,
TOOL_CHOP, TOOL_MINE,
TOOL_BUILD_CRATE, TOOL_BUILD_BED, TOOL_BUILD_TORCH,
TOOL_BUILD_WORKBENCH_CARPENTER, TOOL_BUILD_WORKBENCH_SMELTER,
TOOL_BUILD_WORKBENCH_MILLSTONE, TOOL_BUILD_WORKBENCH_HEARTH,
TOOL_BUILD_WORKBENCH_CREMATION_PYRE,
TOOL_PAINT_STOCKPILE,
TOOL_PLANT_TREE,
TOOL_PAINT_QUARRY,
TOOL_PAINT_CROP_WHEAT, TOOL_PAINT_CROP_POTATO,
TOOL_PAINT_CROP_CORN, TOOL_PAINT_CROP_STRAWBERRY,
],
"Designation.set_active_tool: unknown tool '%s'" % tool
)
_tool = tool
_stroke_active = false
_stroke_cells.clear()
_sync_selection_flag()
if tool == TOOL_NONE:
Audit.log("designation", "tool deactivated")
else:
Audit.log("designation", "tool set to '%s'" % tool)
func active_tool() -> StringName:
return _tool
## Remove the ghost for a single cell and emit designation_cleared.
func clear_cell(cell: Vector2i) -> void:
if not _painted.has(cell):
return
_painted.erase(cell)
if _paint_layer != null:
_paint_layer.erase_cell(cell)
designation_cleared.emit(cell)
EventBus.designation_cleared.emit(cell)
Audit.log("designation", "cleared cell %s" % cell)
## Returns all cells that currently have an active ghost.
func cells() -> Array[Vector2i]:
var result: Array[Vector2i] = []
for c: Vector2i in _painted.keys():
result.append(c)
return result
# ── input ────────────────────────────────────────────────────────────────────
## _input runs before _unhandled_input so Escape / right-click tool-cancel takes
## priority over Selection's deselect and over panel close-handlers.
func _input(event: InputEvent) -> void:
if _tool == TOOL_NONE:
return
# Escape — cancel the active tool; consume so lower handlers don't also fire.
if event.is_action_pressed("cancel"):
set_active_tool(TOOL_NONE)
get_viewport().set_input_as_handled()
Audit.log("designation", "escape: tool cancelled")
return
# Right-click — also cancel the active tool (RTS convention).
if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_RIGHT and event.pressed:
set_active_tool(TOOL_NONE)
get_viewport().set_input_as_handled()
Audit.log("designation", "right-click: tool cancelled")
return
func _unhandled_input(event: InputEvent) -> void:
if _tool == TOOL_NONE or _paint_layer == null:
return
if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT:
if event.pressed:
_stroke_active = true
_stroke_cells.clear()
_paint_at_screen(event.position)
else:
_stroke_active = false
_stroke_cells.clear()
get_viewport().set_input_as_handled()
return
if event is InputEventMouseMotion and _stroke_active:
_paint_at_screen(event.position)
get_viewport().set_input_as_handled()
# ── helpers ──────────────────────────────────────────────────────────────────
func _paint_at_screen(screen_pos: Vector2) -> void:
var world_pos: Vector2 = get_viewport().get_canvas_transform().affine_inverse() * screen_pos
var cell := Vector2i(
floori(world_pos.x / _TILE_SIZE_PX),
floori(world_pos.y / _TILE_SIZE_PX),
)
# Deduplication within the current stroke.
if _stroke_cells.has(cell):
return
_stroke_cells[cell] = true
# Don't re-paint the same tool over itself.
if _painted.get(cell) == _tool:
return
_apply_ghost(cell)
func _apply_ghost(cell: Vector2i) -> void:
var atlas_coord: Vector2i = _ATLAS_BY_TOOL.get(_tool, Vector2i(2, 0))
_paint_layer.set_cell(cell, _SOURCE_ID, atlas_coord)
_painted[cell] = _tool
# Modulate the whole paint layer based on whether this cell is placeable.
# Phase 5 simplification: validity applies globally to the layer.
var ok: bool = _cell_is_placeable(cell)
_paint_layer.modulate = Color(0.4, 1.0, 0.4, 0.7) if ok else Color(1.0, 0.4, 0.4, 0.7)
# Phase 13 — no-roof tool: toggle the tile in World.no_roof_cells and
# trigger an immediate room recompute. No build job is queued.
if _tool == TOOL_NO_ROOF:
World.toggle_no_roof_at(cell)
Audit.log("designation", "no_roof toggled at %s" % cell)
return
designation_added.emit(cell, _tool)
EventBus.designation_added.emit(cell, _tool)
Audit.log("designation", "painted %s at %s (placeable=%s)" % [_tool, cell, ok])
func _cell_is_placeable(cell: Vector2i) -> bool:
# For Phase 5: a cell is placeable for build_wall if it is currently walkable
# (no wall present), and for build_floor if it is walkable. Items-on-tile
# check is deferred to Phase 5 BuildJob validation; we only gate on geometry here.
if World.pathfinder == null:
return true
return World.pathfinder.is_walkable(cell)
func _sync_selection_flag() -> void:
if _selection == null:
return
_selection.designation_active = (_tool != TOOL_NONE)