G: large_text scales global theme font (14→20 at 1.4×) via new GameState.get_font_scale + EventBus.settings_changed. reduce_motion gates ResumeToast fade (HintOverlay already gated). I: InspectTooltip long-press wired (500ms hold, 12px drift cancel, tap-to-clear pin). Stale Phase 19 TODO replaced with accurate doc. H: Pawn.arrived_at_destination now also emitted on EventBus.pawn_arrived_at_destination; DirtinessSystem subscribes and bumps indoor traffic dirt (BUMP_INDOOR_TRAFFIC = 0.2). Outdoor-tracked bump needs Pawn.prev_tile — flagged for Phase 20. P: CraftingProvider caches ingredient item ref on Job.ingredient_item; JobRunner._tick_pickup validates is_instance_valid + not being_carried before the tile scan, cancels cleanly if another pawn grabbed it. J: rest_provider.gd deleted. Removed @onready + register call from world.gd, ext_resource + node from world.tscn. Provider count comment updated to 9. M: DIRTY_THRESHOLD extracted — cleaning_provider and job_runner now reference DirtinessSystem.DIRT_DIRTY_THRESHOLD. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
145 lines
5.9 KiB
GDScript
145 lines
5.9 KiB
GDScript
class_name DirtinessSystem extends Node
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## Phase 13 — per-tile dirtiness accumulation and tier tracking.
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##
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## dirt_map: Dictionary[Vector2i, float], 0..100 scale. Only tiles with non-zero
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## dirt are keyed (sparse).
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##
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## Public API:
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## bump(tile, amount) — add dirtiness to a tile. Positive adds dirt; use
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## negative values to reduce (cleaning does this via
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## bump_clean). Phase 14 calls bump(tile, +5) per hour
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## for corpse decay and bump(tile, +20) for combat blood.
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## bump_clean(tile, amount) — specialised helper for the CleaningProvider;
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## reduces dirt and removes the tile from the map at 0.
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## dirt_at(tile) — returns the current dirtiness for a tile (0.0 default).
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##
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## Tier thresholds (per design.md):
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## Clean < 25
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## Dirty 25..60
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## Filthy >= 60
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##
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## EventBus.tile_dirtiness_changed fires on TIER crossings only, not every bump.
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## This keeps signal volume low since bumps fire 20×/s per pawn crossing.
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##
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## Pawn tile-change hook:
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## _ready() connects to EventBus.pawn_arrived_at_destination. Indoor arrivals bump
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## BUMP_INDOOR_TRAFFIC (0.2); outdoor arrivals are skipped. Phase 20 can upgrade to
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## BUMP_OUTDOOR_TRACKED (0.5) on outdoor→indoor transitions once Pawn.prev_tile lands.
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##
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## Wire as child of the World scene (after Pathfinder). world.gd exposes the
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## instance on the World autoload as World.dirtiness_system for entity code.
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## Sparse map: only tiles with non-zero dirt are stored.
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## Keys = Vector2i tile coords; Values = float in [0, 100].
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var dirt_map: Dictionary = {}
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func _ready() -> void:
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EventBus.pawn_arrived_at_destination.connect(_on_pawn_arrived_at_destination)
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## Tier boundaries (thresholds match design.md; tune Phase 20).
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const DIRT_DIRTY_THRESHOLD: float = 25.0
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const DIRT_FILTHY_THRESHOLD: float = 60.0
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## Traffic bump amounts per pawn step.
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const BUMP_OUTDOOR_TRACKED: float = 0.5 # boots bringing dirt in from outside
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const BUMP_INDOOR_TRAFFIC: float = 0.2 # indoor walking
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# ── public API ────────────────────────────────────────────────────────────────
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## Returns the dirtiness score for `tile` (0.0 if clean / not in map).
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func dirt_at(tile: Vector2i) -> float:
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return float(dirt_map.get(tile, 0.0))
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## Add `amount` of dirt to `tile`. Clamped to [0, 100].
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## Emits EventBus.tile_dirtiness_changed when a tier boundary is crossed.
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## Phase 14 calls this for blood (+20) and corpse decay (+5/h).
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func bump(tile: Vector2i, amount: float) -> void:
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var old_val: float = float(dirt_map.get(tile, 0.0))
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var new_val: float = clampf(old_val + amount, 0.0, 100.0)
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if is_equal_approx(new_val, old_val):
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return
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_set_dirt(tile, old_val, new_val)
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## Reduce dirt by `amount`, flooring at 0. Removes tile from map when clean.
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## Used by CleaningProvider's KIND_CLEAN toil each tick.
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func bump_clean(tile: Vector2i, amount: float) -> void:
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var old_val: float = float(dirt_map.get(tile, 0.0))
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if old_val <= 0.0:
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return
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var new_val: float = maxf(0.0, old_val - amount)
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_set_dirt(tile, old_val, new_val)
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## Traffic-driven dirt bump. Called internally by _on_pawn_arrived_at_destination.
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## `indoor` = true when the destination tile is inside a roofed room (World.is_indoor check).
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func bump_pawn_traffic(tile: Vector2i, indoor: bool) -> void:
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var amount := BUMP_INDOOR_TRAFFIC if indoor else BUMP_OUTDOOR_TRACKED
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bump(tile, amount)
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## Pawn arrival handler — wired to EventBus.pawn_arrived_at_destination in _ready().
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## Skips outdoor arrivals (no floor to dirty); bumps indoor tiles by BUMP_INDOOR_TRAFFIC.
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## Phase 20 follow-up: add Pawn.prev_tile tracking so an outdoor→indoor transition can
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## instead use BUMP_OUTDOOR_TRACKED (0.5) to model boots tracking mud in.
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func _on_pawn_arrived_at_destination(_pawn, dest_tile: Vector2i) -> void:
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if not World.is_indoor(dest_tile):
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return # Only dirtiness indoor floor tiles.
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bump_pawn_traffic(dest_tile, true)
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# ── save / load ───────────────────────────────────────────────────────────────
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## Serialise the sparse dirt map as an array of {x, y, v} dicts.
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## Only non-zero tiles are stored (map is already sparse).
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func save_dict() -> Dictionary:
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var entries: Array = []
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for t in dirt_map:
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entries.append({"x": t.x, "y": t.y, "v": float(dirt_map[t])})
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return {"dirtiness": entries}
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## Restore the dirt map from a dict produced by save_dict().
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## Replaces the current map in full.
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func apply_dict(d: Dictionary) -> void:
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dirt_map.clear()
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for entry in d.get("dirtiness", []):
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if entry is Dictionary:
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var t := Vector2i(int(entry.get("x", 0)), int(entry.get("y", 0)))
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var v: float = clampf(float(entry.get("v", 0.0)), 0.0, 100.0)
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if v > 0.0:
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dirt_map[t] = v
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# ── internal ──────────────────────────────────────────────────────────────────
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## Apply a dirt change from old_val to new_val for `tile`.
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## Updates the map and emits the tier-crossing signal when the tier changes.
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func _set_dirt(tile: Vector2i, old_val: float, new_val: float) -> void:
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var old_tier: int = _tier_for(old_val)
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var new_tier: int = _tier_for(new_val)
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if new_val <= 0.0:
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dirt_map.erase(tile)
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else:
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dirt_map[tile] = new_val
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if old_tier != new_tier:
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EventBus.tile_dirtiness_changed.emit(tile, new_val)
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Audit.log(
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"dirtiness",
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"tile %s tier %d → %d (dirt=%.1f)" % [tile, old_tier, new_tier, new_val]
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)
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## Returns the dirtiness tier for a given value.
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## 0 = clean, 1 = dirty, 2 = filthy.
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func _tier_for(val: float) -> int:
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if val >= DIRT_FILTHY_THRESHOLD:
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return 2
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if val >= DIRT_DIRTY_THRESHOLD:
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return 1
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return 0
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