rimlike/scenes/entities/item.gd
megaproxy c7f97e2c7a Carry indicator: draw the actual item shape, scaled down
Pawns hauling items previously showed a 7×7 hue-coloured square — no
hint of what they were actually carrying. Now the carry indicator
calls Item.draw_item_shape(self, type) at 0.55× scale (~7px effective),
positioned at the pawn's upper-right (chest-height).

Refactor: _draw_item_shape (instance method) → Item.draw_item_shape
(static, takes a CanvasItem target). Item._draw() and Pawn._draw()
both call it. Also added shapes for the 5 atlas-backed types (wood /
stone / plank / iron_ore / gold) so the carry indicator works for
mining + carpenter outputs too — the on-floor visual still uses the
bundle atlas via the Sprite2D child.
2026-05-16 15:46:13 +01:00

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## Dropped item entity — a single stack of one item type lying on the world floor.
##
## Render model:
## For types in _ITEM_SPRITES (stone, wood, plank, iron_ore, gold, …) a Sprite2D
## child draws the ElvGames icon. For all other types _draw() falls back to a
## hue-hashed coloured square — the original Phase 4 placeholder kept around
## for the long tail of items (cloth, meals, corpses, ash, etc.).
## Quality border + stack-count badge are always drawn procedurally on top of
## whichever base layer renders, so the sprite swap is purely additive.
##
## Item type constants mirror the 16 filter chips in docs/design.md. They are
## used by StockpileZone filter bitmasks and pawn-carry typing.
##
## World registration (World.register_item / World.unregister_item) is called
## here but the methods land in World during Opus integration. The script will
## parse cleanly; the call will fail at runtime until then.
class_name Item extends Node2D
const TILE_SIZE_PX: int = 16
## ElvGames FG_Abandoned_Mines icons used for the most-spawned item types.
## Picked in the 2026-05-12 visual pass — see /tmp/item_finals.png for the
## side-by-side that produced these atlas coords. Other types still fall back
## to the procedural hue-hashed square in _draw().
const _MINES_TEX: Texture2D = preload("res://art/tiles/FG_Abandoned_Mines.png")
const _ITEM_SPRITES: Dictionary = {
&"stone": {"tex": _MINES_TEX, "coord": Vector2i(5, 33)},
&"iron_ore": {"tex": _MINES_TEX, "coord": Vector2i(9, 33)},
&"gold": {"tex": _MINES_TEX, "coord": Vector2i(13, 33)},
&"wood": {"tex": _MINES_TEX, "coord": Vector2i(20, 13)},
&"plank": {"tex": _MINES_TEX, "coord": Vector2i(28, 18)},
}
# ── canonical type registry — matches docs/design.md "16 filter chips" ───────
const TYPE_WOOD: StringName = &"wood" # Wd
const TYPE_STONE: StringName = &"stone" # St
const TYPE_IRON_ORE: StringName = &"iron_ore" # Ir
const TYPE_COPPER_ORE: StringName = &"copper_ore" # Cu
const TYPE_SILVER: StringName = &"silver" # Ag
const TYPE_GOLD: StringName = &"gold" # Au
const TYPE_CLOTH: StringName = &"cloth" # Cl
const TYPE_VEGETABLE: StringName = &"vegetable" # Veg
const TYPE_MEAT: StringName = &"meat" # Mt
const TYPE_GRAIN: StringName = &"grain" # Gr
const TYPE_MEAL: StringName = &"meal" # Ck (cooked)
const TYPE_MEDICINE: StringName = &"medicine" # Md
const TYPE_TOOL: StringName = &"tool" # Tl
const TYPE_WEAPON: StringName = &"weapon" # Wp
const TYPE_ARMOR: StringName = &"armor" # Ar
const TYPE_CORPSE: StringName = &"corpse" # Co
# Phase 6 — intermediate crafted goods (carpenter bench + smelter outputs).
const TYPE_PLANK: StringName = &"plank"
const TYPE_STONE_BLOCK: StringName = &"stone_block"
# Phase 7 — cooking chain. Grain → Flour (millstone) → Bread (hearth).
# TYPE_MEAL (&"meal") is the generic cooked-dish output and already lives above
# in the 16-chip base set.
const TYPE_FLOUR: StringName = &"flour"
const TYPE_BREAD: StringName = &"bread"
# Phase 14 — cremation output. One ash item drops per cremated corpse.
const TYPE_ASH: StringName = &"ash"
const ALL_TYPES: Array[StringName] = [
TYPE_WOOD, TYPE_STONE, TYPE_IRON_ORE, TYPE_COPPER_ORE,
TYPE_SILVER, TYPE_GOLD, TYPE_CLOTH, TYPE_VEGETABLE,
TYPE_MEAT, TYPE_GRAIN, TYPE_MEAL, TYPE_MEDICINE,
TYPE_TOOL, TYPE_WEAPON, TYPE_ARMOR, TYPE_CORPSE,
TYPE_PLANK, TYPE_STONE_BLOCK,
TYPE_FLOUR, TYPE_BREAD,
TYPE_ASH,
]
# ── quality system (docs/architecture.md "Quality system") ───────────────────
# Rolled at craft-completion; stored per item; drives border colour in _draw().
enum Quality { SHODDY, NORMAL, EXCELLENT, MASTERWORK, LEGENDARY }
# ── state ────────────────────────────────────────────────────────────────────
@export var item_type: StringName = TYPE_WOOD
@export var stack_size: int = 1
@export var quality: Quality = Quality.NORMAL
var tile: Vector2i = Vector2i.ZERO
## When true the on-floor visual is suppressed; the carrying pawn renders the
## carry indicator instead.
var being_carried: bool = false
# ── lifecycle ─────────────────────────────────────────────────────────────────
func _ready() -> void:
position = _tile_to_world(tile)
visible = not being_carried
func _exit_tree() -> void:
World.unregister_item(self)
# ── public API ────────────────────────────────────────────────────────────────
## One-shot initialiser called by the spawning code (Tree.fell, Rock.mined, etc.)
## Sets all fields, syncs position, and registers with World.
func setup(p_type: StringName, p_stack: int, p_tile: Vector2i) -> void:
item_type = p_type
stack_size = p_stack
tile = p_tile
position = _tile_to_world(tile)
visible = not being_carried
_build_sprite()
queue_redraw()
World.register_item(self)
Audit.log("item", "spawned %s×%d at %s" % [item_type, stack_size, tile])
## Hide/show the on-floor sprite when the pawn picks up or drops this item.
func set_being_carried(value: bool) -> void:
being_carried = value
visible = not being_carried
## Build the Sprite2D child for item_type, if a tileset icon is registered.
## Idempotent: re-running drops the previous sprite first. Types without an
## entry in _ITEM_SPRITES render via the procedural fallback in _draw().
func _build_sprite() -> void:
var prev := get_node_or_null("Sprite")
if prev != null:
prev.queue_free()
var data = _ITEM_SPRITES.get(item_type)
if data == null:
return
var sprite := Sprite2D.new()
sprite.name = "Sprite"
sprite.texture = data["tex"]
sprite.region_enabled = true
var coord: Vector2i = data["coord"]
sprite.region_rect = Rect2(coord.x * TILE_SIZE_PX, coord.y * TILE_SIZE_PX, TILE_SIZE_PX, TILE_SIZE_PX)
sprite.centered = true
# Item position is the tile centre — Sprite2D centred at (0, 0) fills the
# 16×16 cell exactly. No bottom-anchoring offset (items are flat on the floor).
sprite.offset = Vector2.ZERO
sprite.z_index = 0
add_child(sprite)
# ── save / load ───────────────────────────────────────────────────────────────
func to_dict() -> Dictionary:
return {
"class_id": &"item",
"type": String(item_type),
"stack_size": stack_size,
"tile_x": tile.x,
"tile_y": tile.y,
"quality": int(quality),
}
## Returns a plain Dictionary spec for World.load_items() to instantiate from.
## Items cannot reconstruct themselves standalone — they need a parent in the
## scene tree. World adds the node, then calls setup() from the returned dict.
static func from_dict(d: Dictionary) -> Dictionary:
return {
"type": StringName(d.get("type", "wood")),
"stack_size": int(d.get("stack_size", 1)),
"tile_x": int(d.get("tile_x", 0)),
"tile_y": int(d.get("tile_y", 0)),
"quality": int(d.get("quality", Quality.NORMAL)),
}
# ── render ────────────────────────────────────────────────────────────────────
## Procedural shape per item type, drawn onto an arbitrary CanvasItem. All
## shapes draw inside a -6..+6 box so the quality border (half=6) wraps the
## result, and the carry indicator (Pawn._draw) can scale the same shapes down
## via draw_set_transform. Returns true if the type was handled; false sends
## the caller to its hue-hashed fallback.
##
## Shape language is loose silhouette + a category-appropriate colour: bread =
## brown loaf, grain = wheat-amber stalks, vegetable = green disc, meal = bowl,
## etc. Atlas-backed types (wood / stone / plank / iron_ore / gold) also have
## a shape here so the carry indicator works for them — the on-floor visual
## still uses the bundle icon via the Sprite2D child path.
static func draw_item_shape(target: CanvasItem, t: StringName) -> bool:
var dark := Color(0.10, 0.07, 0.05, 0.85) # shared outline
match t:
TYPE_BREAD:
var crust := Color(0.62, 0.40, 0.18)
var glaze := Color(0.82, 0.58, 0.30)
target.draw_rect(Rect2(-6.0, -1.0, 12.0, 5.0), crust)
target.draw_rect(Rect2(-5.0, -5.0, 10.0, 4.0), glaze)
target.draw_line(Vector2(-3.0, -4.0), Vector2(0.0, -2.0), dark, 1.0)
target.draw_line(Vector2(0.0, -4.0), Vector2(3.0, -2.0), dark, 1.0)
target.draw_rect(Rect2(-6.0, -5.0, 12.0, 9.0), dark, false, 1.0)
return true
TYPE_GRAIN:
var stalk := Color(0.85, 0.70, 0.20)
var tie := Color(0.55, 0.35, 0.10)
target.draw_rect(Rect2(-4.0, -6.0, 1.5, 12.0), stalk)
target.draw_rect(Rect2(-0.75, -6.0, 1.5, 12.0), stalk)
target.draw_rect(Rect2(2.5, -6.0, 1.5, 12.0), stalk)
target.draw_circle(Vector2(-3.2, -5.0), 1.2, Color(0.95, 0.78, 0.25))
target.draw_circle(Vector2(0.0, -5.5), 1.2, Color(0.95, 0.78, 0.25))
target.draw_circle(Vector2(3.2, -5.0), 1.2, Color(0.95, 0.78, 0.25))
target.draw_rect(Rect2(-5.0, 0.0, 10.0, 2.0), tie)
return true
TYPE_FLOUR:
var sack := Color(0.93, 0.90, 0.78)
var shadow := Color(0.78, 0.74, 0.60)
target.draw_rect(Rect2(-5.0, -3.0, 10.0, 8.0), sack)
target.draw_rect(Rect2(3.0, -3.0, 2.0, 8.0), shadow)
target.draw_rect(Rect2(-4.0, -5.0, 8.0, 2.0), Color(0.45, 0.30, 0.10))
target.draw_circle(Vector2(0.0, -5.5), 1.0, sack)
target.draw_rect(Rect2(-5.0, -6.0, 10.0, 11.0), dark, false, 1.0)
return true
TYPE_VEGETABLE:
var leaf := Color(0.25, 0.65, 0.20)
var root := Color(0.92, 0.88, 0.70)
target.draw_circle(Vector2(0.0, 1.0), 5.0, root)
target.draw_arc(Vector2(0.0, 1.0), 5.0, 0.0, TAU, 16, dark, 1.0)
target.draw_rect(Rect2(-3.0, -5.0, 2.0, 3.0), leaf)
target.draw_rect(Rect2(-1.0, -6.0, 2.0, 4.0), leaf)
target.draw_rect(Rect2( 1.0, -5.0, 2.0, 3.0), leaf)
return true
TYPE_MEAL:
var bowl := Color(0.50, 0.30, 0.12)
var bowl_rim := Color(0.30, 0.18, 0.08)
var food := Color(0.85, 0.55, 0.20)
target.draw_circle(Vector2(0.0, 1.0), 6.0, bowl)
target.draw_arc(Vector2(0.0, 1.0), 6.0, 0.0, PI, 16, bowl_rim, 1.0)
target.draw_line(Vector2(-6.0, 1.0), Vector2(6.0, 1.0), bowl_rim, 1.0)
target.draw_circle(Vector2(0.0, 0.0), 3.5, food)
target.draw_line(Vector2(-2.0, -5.0), Vector2(-1.0, -3.0), Color(0.9, 0.9, 0.9, 0.7), 1.0)
target.draw_line(Vector2(2.0, -5.0), Vector2(1.0, -3.0), Color(0.9, 0.9, 0.9, 0.7), 1.0)
return true
TYPE_MEAT:
var meat := Color(0.78, 0.20, 0.20)
var fat := Color(0.95, 0.85, 0.70)
target.draw_rect(Rect2(-5.0, -3.0, 10.0, 7.0), meat)
target.draw_line(Vector2(-5.0, 0.0), Vector2(5.0, 0.5), fat, 1.0)
target.draw_rect(Rect2(-5.0, -3.0, 10.0, 7.0), dark, false, 1.0)
return true
TYPE_CLOTH:
var cloth := Color(0.50, 0.65, 0.85)
var pleat := Color(0.32, 0.42, 0.58)
target.draw_rect(Rect2(-5.0, -4.0, 10.0, 8.0), cloth)
target.draw_line(Vector2(-5.0, -1.5), Vector2(5.0, -1.5), pleat, 1.0)
target.draw_line(Vector2(-5.0, 1.5), Vector2(5.0, 1.5), pleat, 1.0)
target.draw_rect(Rect2(-5.0, -4.0, 10.0, 8.0), dark, false, 1.0)
return true
TYPE_MEDICINE:
var phial := Color(0.95, 0.95, 0.95)
var cross := Color(0.80, 0.15, 0.15)
target.draw_rect(Rect2(-4.0, -5.0, 8.0, 10.0), phial)
target.draw_rect(Rect2(-1.0, -3.0, 2.0, 6.0), cross)
target.draw_rect(Rect2(-3.0, -1.0, 6.0, 2.0), cross)
target.draw_rect(Rect2(-4.0, -5.0, 8.0, 10.0), dark, false, 1.0)
return true
TYPE_TOOL:
var handle := Color(0.50, 0.30, 0.12)
var head := Color(0.45, 0.45, 0.48)
target.draw_rect(Rect2(-1.0, -2.0, 2.0, 8.0), handle)
target.draw_rect(Rect2(-5.0, -5.0, 10.0, 4.0), head)
target.draw_rect(Rect2(-5.0, -5.0, 10.0, 4.0), dark, false, 1.0)
return true
TYPE_WEAPON:
var blade := Color(0.78, 0.80, 0.85)
var guard := Color(0.45, 0.30, 0.10)
var pts: PackedVector2Array = PackedVector2Array([Vector2(0.0, -6.0), Vector2(2.5, 1.0), Vector2(-2.5, 1.0)])
target.draw_colored_polygon(pts, blade)
target.draw_rect(Rect2(-4.0, 1.0, 8.0, 2.0), guard)
target.draw_rect(Rect2(-1.0, 3.0, 2.0, 3.0), guard)
return true
TYPE_ARMOR:
var steel := Color(0.65, 0.65, 0.70)
var visor := Color(0.20, 0.20, 0.25)
target.draw_circle(Vector2(0.0, 0.0), 5.5, steel)
target.draw_rect(Rect2(-1.0, -2.0, 2.0, 4.0), visor)
target.draw_rect(Rect2(-6.0, 4.0, 12.0, 2.0), steel)
target.draw_arc(Vector2(0.0, 0.0), 5.5, 0.0, TAU, 16, dark, 1.0)
return true
TYPE_STONE_BLOCK:
var stone := Color(0.62, 0.60, 0.58)
var stone_hi := Color(0.78, 0.76, 0.72)
target.draw_rect(Rect2(-6.0, -4.0, 12.0, 8.0), stone)
target.draw_rect(Rect2(-6.0, -4.0, 12.0, 2.0), stone_hi)
target.draw_line(Vector2(-6.0, 0.0), Vector2(6.0, 0.0), Color(0.42, 0.40, 0.38), 1.0)
target.draw_rect(Rect2(-6.0, -4.0, 12.0, 8.0), dark, false, 1.0)
return true
TYPE_COPPER_ORE:
var copper := Color(0.65, 0.35, 0.18)
var hi := Color(0.92, 0.55, 0.20)
target.draw_circle(Vector2(-2.0, 1.0), 3.5, copper)
target.draw_circle(Vector2(2.0, -1.0), 2.8, copper)
target.draw_circle(Vector2(-2.0, 1.0), 1.5, hi)
target.draw_circle(Vector2(2.0, -1.0), 1.0, hi)
return true
TYPE_SILVER:
var silver := Color(0.78, 0.80, 0.85)
var hi := Color(0.98, 0.98, 1.00)
target.draw_circle(Vector2(-2.0, 1.0), 3.5, silver)
target.draw_circle(Vector2(2.0, -1.0), 2.8, silver)
target.draw_circle(Vector2(-2.0, 0.5), 1.2, hi)
return true
TYPE_ASH:
var ash := Color(0.55, 0.55, 0.55)
var ash_hi := Color(0.78, 0.78, 0.78)
var pts: PackedVector2Array = PackedVector2Array([Vector2(-6.0, 4.0), Vector2(6.0, 4.0), Vector2(0.0, -2.0)])
target.draw_colored_polygon(pts, ash)
target.draw_line(Vector2(-3.0, 1.0), Vector2(3.0, 1.0), ash_hi, 1.0)
target.draw_line(Vector2(-1.0, -3.0), Vector2(0.0, -5.0), Color(0.85, 0.85, 0.85, 0.6), 1.0)
target.draw_line(Vector2(1.5, -3.0), Vector2(2.5, -5.0), Color(0.85, 0.85, 0.85, 0.6), 1.0)
return true
# Atlas-backed types — the on-floor visual is the bundle icon (Sprite2D
# child), but the carry indicator needs a simple shape since pawns can't
# draw an AtlasTexture inline. Shapes below approximate the atlas look.
TYPE_WOOD:
var wood := Color(0.55, 0.35, 0.18)
var wood_hi := Color(0.75, 0.50, 0.25)
target.draw_rect(Rect2(-6.0, -3.0, 12.0, 6.0), wood)
target.draw_line(Vector2(-6.0, -1.0), Vector2(6.0, -1.0), wood_hi, 1.0)
target.draw_line(Vector2(-6.0, 1.0), Vector2(6.0, 1.0), Color(0.40, 0.25, 0.10), 1.0)
target.draw_rect(Rect2(-6.0, -3.0, 12.0, 6.0), dark, false, 1.0)
return true
TYPE_PLANK:
var plank := Color(0.80, 0.60, 0.35)
var plank_grain := Color(0.55, 0.38, 0.20)
target.draw_rect(Rect2(-6.0, -3.0, 12.0, 6.0), plank)
target.draw_line(Vector2(-5.0, -1.0), Vector2(5.0, -1.0), plank_grain, 1.0)
target.draw_line(Vector2(-5.0, 1.0), Vector2(5.0, 1.0), plank_grain, 1.0)
target.draw_rect(Rect2(-6.0, -3.0, 12.0, 6.0), dark, false, 1.0)
return true
TYPE_STONE:
var stone := Color(0.60, 0.58, 0.55)
var stone_hi := Color(0.78, 0.76, 0.72)
target.draw_circle(Vector2(-1.5, 1.0), 4.0, stone)
target.draw_circle(Vector2(2.0, -0.5), 3.0, stone)
target.draw_circle(Vector2(-1.5, 1.0), 1.5, stone_hi)
return true
TYPE_IRON_ORE:
var ore := Color(0.42, 0.42, 0.50)
var ore_hi := Color(0.60, 0.62, 0.72)
target.draw_circle(Vector2(-1.5, 1.0), 4.0, ore)
target.draw_circle(Vector2(2.0, -0.5), 3.0, ore)
target.draw_circle(Vector2(2.0, -0.5), 1.2, ore_hi)
return true
TYPE_GOLD:
var gold := Color(0.92, 0.78, 0.20)
var gold_hi := Color(1.00, 0.95, 0.55)
target.draw_circle(Vector2(-1.5, 1.0), 4.0, gold)
target.draw_circle(Vector2(2.0, -0.5), 3.0, gold)
target.draw_circle(Vector2(-1.5, 0.5), 1.5, gold_hi)
return true
_:
return false
func _draw() -> void:
# Three render paths:
# 1. Atlas sprite (_ITEM_SPRITES): a Sprite2D child paints the icon;
# _draw() adds quality border + stack badge on top.
# 2. Procedural shape (_draw_item_shape returns true): bread/grain/
# vegetable/meal/flour/meat/cloth/medicine/etc. get a recognisable
# silhouette in their category colour.
# 3. Unknown fallback: hue-hashed coloured square. Should be unreachable
# once every ALL_TYPES entry is handled above — kept for safety.
var has_sprite: bool = _ITEM_SPRITES.has(item_type)
var half: int = 6 if not has_sprite else 8 # border hugs the 16×16 sprite
var square := Rect2(Vector2(-half, -half), Vector2(half * 2, half * 2))
if not has_sprite:
if not Item.draw_item_shape(self, item_type):
var hue := float(item_type.hash() % 360) / 360.0
var fill := Color.from_hsv(hue, 0.6, 0.85)
draw_rect(square, fill)
draw_rect(square, Color(0.0, 0.0, 0.0, 0.75), false, 1.0)
# Quality border — drawn over the dark outline (or sprite), colour per quality tier.
# NORMAL has no extra border.
match quality:
Quality.SHODDY:
draw_rect(square, Color(0.40, 0.40, 0.40), false, 1.0)
Quality.EXCELLENT:
draw_rect(square, Color(0.20, 0.55, 0.95), false, 1.0)
Quality.MASTERWORK:
draw_rect(square, Color(0.85, 0.55, 0.10), false, 1.0)
Quality.LEGENDARY:
draw_rect(square, Color(0.85, 0.10, 0.80), false, 2.0)
_:
pass # NORMAL — no extra border
# Stack count badge — bottom-right corner of the square, font_size 7.
if stack_size > 1:
var label := Strings.t(&"item.stack_count").format({"n": stack_size})
draw_string(
ThemeDB.fallback_font,
Vector2(half - 1, half - 1),
label,
HORIZONTAL_ALIGNMENT_RIGHT,
-1,
7,
Color(0.0, 0.0, 0.0, 0.6) # drop-shadow offset below
)
draw_string(
ThemeDB.fallback_font,
Vector2(half - 2, half - 2),
label,
HORIZONTAL_ALIGNMENT_RIGHT,
-1,
7,
Color(1.0, 1.0, 1.0, 1.0)
)
# ── helpers ───────────────────────────────────────────────────────────────────
func _tile_to_world(t: Vector2i) -> Vector2:
return Vector2(
t.x * TILE_SIZE_PX + TILE_SIZE_PX / 2.0,
t.y * TILE_SIZE_PX + TILE_SIZE_PX / 2.0
)