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