rimlike/scenes/entities/item.gd
megaproxy 7274ada5d1 Item sprites — swap procedural draw for tileset icons
Stone, iron ore, gold, wood, plank now render as ElvGames FG_Abandoned_Mines
sprites instead of hue-hashed coloured squares. Other types fall back to the
procedural square; quality border + stack count badge are layered on top of
whichever base renders.

Atlas coords picked from /tmp/item_finals.png + /tmp/wood_plank_alts.png:
  stone     (5, 33)   rock cluster with stone chunks
  iron_ore  (9, 33)   rock with silver chunks
  gold      (13, 33)  rock with gold chunks
  wood      (20, 13)  chunky brown log pile
  plank     (28, 18)  horizontal-grain plank stack

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-12 15:43:24 +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 ────────────────────────────────────────────────────────────────────
func _draw() -> void:
# Two render paths: types in _ITEM_SPRITES are painted by the Sprite2D child
# (built in setup()) — _draw() then only adds the quality border + stack
# count badge on top. Other types still use the procedural hue square so
# stockpile filtering remains visually unique while we expand the sprite set.
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:
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
)