Pawn (scenes/pawn/{tscn,gd}, ~108 lines, gdscript-refactor agent):
- Node2D root (no physics — grid-snapped lerped motion); name + state labels
- _draw() paints body disc with hue derived from name.hash(), dark outline,
yellow selection ring when selected
- Clock = EventBus.sim_tick: each tick advances _step_progress by 1/10;
at 1.0 snaps tile to next waypoint, pops path. STEP_TICKS = 10 →
1 tile / 0.5 s at 1×, scales with Sim speed for free (pause/Fast/Ultra)
- _process() lerps render position between current and next tile every
render frame for smooth visual between sim ticks
- Public API: setup, walk_along_path, is_walking, set_selected,
signals walk_started/walk_completed/arrived_at_destination
Pathfinder (scenes/world/pathfinder.gd, ~110 lines, gdscript-refactor agent):
- AStarGrid2D wrapper, 80² region, DIAGONAL_MODE_NEVER (Rimworld
4-directional), Manhattan heuristic
- API: setup, set_cell_walkable (emits walkability_changed signal),
is_walkable, find_path (excludes start tile, includes end), benchmark
- find_path returns empty Array[Vector2i] for OOB endpoints, solid
destination, or disconnected areas
Selection (scenes/world/selection.gd, ~85 lines, Opus):
- Lives as a Node child of World; _unhandled_input handles mouse clicks
- Click-vs-drag discrimination: 8 px max drift + 300 ms max duration →
drags belong to the camera, only true clicks select/command
- Click on pawn → select (yellow ring); click on walkable empty tile
with a pawn selected → pathfinder.find_path + pawn.walk_along_path
World autoload (autoload/world.gd):
- Added pawn registry: register_pawn, unregister_pawn, pawn_at_tile, clear_pawns
- Untyped Array (Array[Pawn] hits Godot's class_name-not-yet-registered
timing in autoload init; duck typing fine for current consumers)
World scene (scenes/world/{tscn,gd}):
- Pathfinder + Selection nodes added as children
- _ready() wires: pathfinder.setup(MAP_SIZE_TILES), walls → pathfinder
(28 cells from 8×8 stone ring marked impassable), selection.bind(pathfinder),
spawns 3 pawns (Bram/Cora/Edda) at (20/25/30, 40), runs spike benchmark
- main.gd bootstrap line bumped Phase 1 → Phase 2
i18n: 2 new keys (pawn.state.idle, pawn.state.walking)
Spike result — AStarGrid2D path-query timing at 80²:
- 36 paths (all 4-corner pairs × 3 iterations)
- min 6 μs, avg 9.1 μs, max 18 μs
- ~55× faster than the 'sub-millisecond' target in architecture.md
MCP runtime verification:
- play_scene → 3 pawns visible with distinct hashed-hue body colours
- execute_game_script: pathfinder.find_path((20,40)→(50,40)) returns
38-step path (30 straight + 8 detour around the ring)
- bram.walk_along_path(path) → screenshot caught him mid-walk on south
side of ring with state='walking' + selection ring visible
- arrival snapshot: state='idle'
Phase 2 gotcha (documented in implementation.md): class_name registration
happens at editor scan-time, not headless-load-time. First headless run
after authoring class_name files fails until reload_project rebuilds the
global class cache. Workflow: agent writes → MCP reload_project → headless
validate. Documented for future phases.
Delegation report this phase:
- gdscript-refactor (Sonnet) #1: Pawn class — scene, script, draw logic,
movement loop, i18n keys. ~108 lines pawn.gd + 22 lines pawn.tscn.
Headless-validated by the subagent (note: validated before world.gd's
Pawn reference was added).
- gdscript-refactor (Sonnet) #2: Pathfinder class — AStarGrid2D wrapper,
4-dir Manhattan, benchmark utility. ~110 lines pathfinder.gd. Headless-
validated by the subagent.
- Opus: Selection module + World autoload registry + scene integration
(world.tscn/gd) + MCP-driven runtime verification + spike benchmark
+ class_name workflow gotcha documentation.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
172 lines
6.6 KiB
GDScript
172 lines
6.6 KiB
GDScript
extends Node2D
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## Phase 2 world view. 80×80 TileMap with 6 layers, 3 sample pawns, pathfinder,
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## click-to-select / click-to-move selection.
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##
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## Real ElvGames art lands in Phase 5+ (wood walls custom-authored on
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## FG_Houses, stone walls autotiled from FG_Fortress per the 2026-05-10
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## audit lock). The procedural placeholder tileset is enough to prove the
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## TileMap pipeline + pawn movement + camera + pathfinding end-to-end.
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##
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## TileMap layer indices follow docs/architecture.md:
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## 0 Terrain · 1 Floor · 2 Wall · 3 Designation · 4 Roof · 5 Fog
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const MAP_SIZE_TILES: Vector2i = Vector2i(80, 80)
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const TILE_SIZE_PX: int = 16
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# Atlas coords inside the placeholder tileset (one source, source_id = 0).
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# Real assets in Phase 5 will use multiple atlas sources.
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const TILE_GRASS: Vector2i = Vector2i(0, 0)
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const TILE_DIRT: Vector2i = Vector2i(1, 0)
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const TILE_STONE: Vector2i = Vector2i(2, 0)
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const TILE_STONE_DARK: Vector2i = Vector2i(3, 0)
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const PLACEHOLDER_SOURCE_ID: int = 0
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const PAWN_SCENE: PackedScene = preload("res://scenes/pawn/pawn.tscn")
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# 3 starting pawns — Phase 2 demo. Phase 7+ replaces this with map-gen + name table.
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const SAMPLE_PAWNS: Array[Dictionary] = [
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{"name": "Bram", "tile": Vector2i(20, 40)},
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{"name": "Cora", "tile": Vector2i(25, 40)},
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{"name": "Edda", "tile": Vector2i(30, 40)},
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]
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@onready var terrain_layer: TileMapLayer = $Terrain
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@onready var floor_layer: TileMapLayer = $Floor
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@onready var wall_layer: TileMapLayer = $Wall
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@onready var designation_layer: TileMapLayer = $Designation
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@onready var roof_layer: TileMapLayer = $Roof
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@onready var fog_layer: TileMapLayer = $Fog
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@onready var pathfinder: Pathfinder = $Pathfinder
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@onready var selection: Selection = $Selection
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func _ready() -> void:
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Audit.log("world", "Phase 2 — building %d×%d world + pawns." % [MAP_SIZE_TILES.x, MAP_SIZE_TILES.y])
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var tileset := _build_placeholder_tileset()
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for layer in [terrain_layer, floor_layer, wall_layer, designation_layer, roof_layer, fog_layer]:
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layer.tile_set = tileset
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_paint_terrain()
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_paint_sample_walls()
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_apply_camera_bounds()
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pathfinder.setup(MAP_SIZE_TILES)
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_wire_walls_to_pathfinder()
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selection.bind(pathfinder)
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_spawn_sample_pawns()
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_run_pathfinder_spike()
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func world_bounds_px() -> Rect2:
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return Rect2(Vector2.ZERO, Vector2(MAP_SIZE_TILES * TILE_SIZE_PX))
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# ── tileset & map painting ──────────────────────────────────────────────────
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func _build_placeholder_tileset() -> TileSet:
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# Four 16×16 placeholder tiles laid out as a 4×1 atlas. No PNG dependency
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# — atlas built at runtime from a programmatic Image. Real ElvGames art
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# replaces this when wood/stone wall variants are imported in Phase 5.
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var ts := TileSet.new()
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ts.tile_size = Vector2i(TILE_SIZE_PX, TILE_SIZE_PX)
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var atlas_w := TILE_SIZE_PX * 4
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var img := Image.create(atlas_w, TILE_SIZE_PX, false, Image.FORMAT_RGBA8)
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var palette: Array[Color] = [
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Color(0.45, 0.65, 0.30), # grass
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Color(0.55, 0.45, 0.30), # dirt
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Color(0.60, 0.60, 0.55), # stone
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Color(0.30, 0.30, 0.32), # stone dark
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]
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for i in palette.size():
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var base: Color = palette[i]
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var border: Color = base.darkened(0.15)
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for px in TILE_SIZE_PX:
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for py in TILE_SIZE_PX:
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var on_border := (
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px == 0 or px == TILE_SIZE_PX - 1
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or py == 0 or py == TILE_SIZE_PX - 1
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)
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img.set_pixel(i * TILE_SIZE_PX + px, py, border if on_border else base)
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var tex := ImageTexture.create_from_image(img)
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var src := TileSetAtlasSource.new()
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src.texture = tex
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src.texture_region_size = Vector2i(TILE_SIZE_PX, TILE_SIZE_PX)
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for i in palette.size():
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src.create_tile(Vector2i(i, 0))
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ts.add_source(src, PLACEHOLDER_SOURCE_ID)
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return ts
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func _paint_terrain() -> void:
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for x in MAP_SIZE_TILES.x:
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for y in MAP_SIZE_TILES.y:
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terrain_layer.set_cell(Vector2i(x, y), PLACEHOLDER_SOURCE_ID, TILE_GRASS)
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func _paint_sample_walls() -> void:
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# An 8×8 stone ring near the map centre as a visual landmark + pathfinding
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# obstacle so the demo proves pawns route around walls.
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var origin := Vector2i(36, 36)
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var size: int = 8
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for i in size:
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wall_layer.set_cell(origin + Vector2i(i, 0), PLACEHOLDER_SOURCE_ID, TILE_STONE)
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wall_layer.set_cell(origin + Vector2i(i, size - 1), PLACEHOLDER_SOURCE_ID, TILE_STONE)
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wall_layer.set_cell(origin + Vector2i(0, i), PLACEHOLDER_SOURCE_ID, TILE_STONE_DARK)
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wall_layer.set_cell(origin + Vector2i(size - 1, i), PLACEHOLDER_SOURCE_ID, TILE_STONE_DARK)
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# ── pathfinder + pawns ──────────────────────────────────────────────────────
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func _wire_walls_to_pathfinder() -> void:
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# Wall cells block pathing. Re-runs on Phase 5 build/destroy events later.
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var wall_cells := wall_layer.get_used_cells()
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for cell in wall_cells:
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pathfinder.set_cell_walkable(cell, false)
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Audit.log("world", "%d wall cells marked impassable" % wall_cells.size())
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func _spawn_sample_pawns() -> void:
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for spawn_data in SAMPLE_PAWNS:
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var p: Pawn = PAWN_SCENE.instantiate()
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add_child(p)
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p.setup(spawn_data["name"], spawn_data["tile"])
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World.register_pawn(p)
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# ── spike: AStarGrid2D query timing at 80² ──────────────────────────────────
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func _run_pathfinder_spike() -> void:
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# Phase 2 acceptance spike (~30 min): "AStarGrid2D path-query timing at 80²
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# with 6 pawns simultaneously requesting paths. Confirm sub-millisecond."
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# We benchmark all 4-corner pairs × 3 iterations = 36 path queries.
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var corners := [
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Vector2i(2, 2),
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Vector2i(MAP_SIZE_TILES.x - 3, 2),
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Vector2i(2, MAP_SIZE_TILES.y - 3),
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Vector2i(MAP_SIZE_TILES.x - 3, MAP_SIZE_TILES.y - 3),
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]
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var pairs: Array = []
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for a in corners:
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for b in corners:
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if a != b:
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pairs.append([a, b])
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var result: Dictionary = pathfinder.benchmark(pairs, 3)
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Audit.log("world", "spike: %d paths min=%d us avg=%.1f us max=%d us" % [
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result["total_paths"], result["min_us"], result["avg_us"], result["max_us"]
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])
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# ── camera bounds ───────────────────────────────────────────────────────────
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func _apply_camera_bounds() -> void:
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var cam := get_node_or_null("CameraRig")
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if cam == null:
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Audit.log("world", "no CameraRig child yet — bounds set later when camera lands.")
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return
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if not cam.has_method("set_world_bounds"):
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Audit.log("world", "CameraRig present but missing set_world_bounds() — skipping.")
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return
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cam.set_world_bounds(world_bounds_px())
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