save/load round-trip: workbench bills, crop static-method, bed owner, wolf target now all survive reload via Bill.from_dict reconstruction, _spawn_crop using setup(), and a new _post_load_resolve_references pass. PlantProvider: sow path added; consumes 1 grain on a TILLED crop tile. CraftingProvider: ingredient2 supported via new KIND_DEPOSIT_AT_WB toil and Workbench.deposited_inputs buffer. Cremation pyre now actually consumes wood. HaulingProvider: per-item haul_retry_count + haul_rejected after 3 orphan passes; new EventBus.stockpile_layout_changed resets rejects on any player stockpile edit. Storyteller: 14 stubbed event effects implemented. New buff registry (add_buff/get_buff_multiplier/has_buff, day-prune, save/load) drives seasonal/resource events. New request_pawn_spawn signal + WANDERER table for arrivals. New SICK status + 3 mood thoughts. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
420 lines
16 KiB
GDScript
420 lines
16 KiB
GDScript
extends Node
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## Storyteller — daily 6 AM event roll, cooldown gating, tension model, ghost state.
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##
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## Public API (locked — Agents A + C compile against these names):
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## const CATEGORY_COOLDOWN_DAYS: Dictionary — category-snake → in-game days
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## tension: float — running 0..100 score
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## ghost_state: bool
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## register_event(def: EventDef) — EventCatalog calls at boot
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## fire_event(def: EventDef, focus_tile) — immediate dispatch, skips roll/cooldowns
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## roll_today() — daily roll (also public test hook)
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## resolve_current(choice_index: int) — called by UI after player choice
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## save_dict() / apply_dict() — round-trips all runtime state
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##
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## Emits EventBus signals: storyteller_event_fired, storyteller_event_resolved,
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## storyteller_tension_changed, storyteller_ghost_state_entered/exited.
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## Per-category cooldown floors. design.md §"Storyteller": no two threats within
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## 3 days, no two wanderers within 5 days. Other categories quieter.
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const CATEGORY_COOLDOWN_DAYS: Dictionary = {
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&"nudge": 2,
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&"seasonal": 12,
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&"wanderer": 5,
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&"threat": 3,
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&"disease": 4,
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&"resource": 3,
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&"lore": 6,
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&"milestone": 30,
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}
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## Running 0..100 score; bumped by threats, decays slowly each roll.
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var tension: float = 30.0 # mid-pool start
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## True when all colonists are dead/gone. Wanderer recovery clock starts.
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var ghost_state: bool = false
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## Registry of all known EventDefs, keyed by StringName id.
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var _events: Dictionary = {}
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## The currently active (un-resolved) event, or null.
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var _current_event: EventDef = null
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## Guards one roll per in-game day. -1 = never rolled.
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var _last_rolled_day_index: int = -1
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## event_id → day_index of last fire. Prevents repeating an event too soon.
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var _event_last_fired: Dictionary = {} # StringName → int
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## category_snake → day_index of last fire. Per-category cooldown gate.
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var _category_last_fired: Dictionary = {} # StringName → int
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## Target day_index for the ghost-state wanderer auto-fire. -1 = not scheduled.
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var _ghost_wanderer_target_day: int = -1
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## Sim speed captured before an auto_pause event paused the sim. -1 when no
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## restore is pending. Restored by resolve_current() so the player doesn't have
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## to manually un-pause every threat modal dismissal.
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var _speed_before_auto_pause: int = -1
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## Timed buff registry for seasonal / resource events.
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## Each entry: { kind: StringName, multiplier: float, expires_day: int }
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## Callers query via get_buff_multiplier(kind). Phase 17 events populate this
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## via _add_buff(); the registry is serialised through save_dict()/apply_dict().
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var _buffs: Array = []
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func _ready() -> void:
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Clock.phase_changed.connect(_on_phase_changed)
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EventBus.pawn_died.connect(_on_pawn_died)
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EventBus.sim_tick.connect(_on_sim_tick_buffs)
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# ── public API ────────────────────────────────────────────────────────────────
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## Called by EventCatalog at boot to populate the event pool.
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func register_event(def: EventDef) -> void:
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if def == null or def.id == &"":
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push_warning("Storyteller.register_event: null or empty-id def")
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return
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_events[def.id] = def
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## Immediate dispatch: skip cooldown/predicate gates, jump straight to fire.
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## Used by tests and ghost-state wanderer auto-fire.
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func fire_event(def: EventDef, focus_tile: Vector2i = Vector2i(-1, -1)) -> void:
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if def == null:
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push_warning("Storyteller.fire_event: null def")
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return
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_fire(def, focus_tile)
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## Trigger the daily roll regardless of current phase. Public for MCP runtime tests.
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func roll_today() -> void:
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_do_daily_roll()
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## Add a timed multiplier buff for `kind` (e.g. &"harvest", &"chop", &"mine",
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## &"crop_growth", &"sleep_decay", &"threat_weight"). Lasts `duration_days`
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## in-game days from the current day. Multiple buffs of the same kind stack
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## multiplicatively (callers must not assume additive stacking).
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func add_buff(kind: StringName, multiplier: float, duration_days: int) -> void:
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var expires: int = Clock.day_index_from_start() + duration_days
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_buffs.append({"kind": kind, "multiplier": multiplier, "expires_day": expires})
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Audit.log("storyteller", "buff added: kind=%s ×%.2f expires_day=%d" % [kind, multiplier, expires])
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## Returns the combined multiplier for all active buffs of `kind`. Returns 1.0
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## when no buff is active. Expired buffs are pruned on each sim tick so stale
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## entries are not present during normal gameplay; callers don't need to guard.
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func get_buff_multiplier(kind: StringName) -> float:
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var result: float = 1.0
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for b in _buffs:
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if b["kind"] == kind:
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result *= b["multiplier"]
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return result
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## True if any active buff of `kind` exists. Convenience for simple gate checks.
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func has_buff(kind: StringName) -> bool:
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for b in _buffs:
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if b["kind"] == kind:
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return true
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return false
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## Called by UI (banner/modal) after the player makes a choice or dismisses.
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func resolve_current(choice_index: int = 0) -> void:
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if _current_event == null:
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push_warning("Storyteller.resolve_current: no active event — double-dismiss?")
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return
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if _current_event.on_resolve.is_valid():
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_current_event.on_resolve.call(choice_index)
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EventBus.storyteller_event_resolved.emit(_current_event, choice_index)
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_current_event = null
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# Restore the sim speed if this dismissal closes an auto_pause event AND
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# the player hasn't manually changed speed during the modal. (If they did,
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# current_speed won't be PAUSE and we leave their choice alone.)
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if _speed_before_auto_pause >= 0:
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if Sim.current_speed == Sim.Speed.PAUSE:
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Sim.set_speed(_speed_before_auto_pause)
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_speed_before_auto_pause = -1
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# ── save / load ───────────────────────────────────────────────────────────────
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func save_dict() -> Dictionary:
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# Convert StringName keys to plain strings for JSON round-trip.
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var event_fired_str: Dictionary = {}
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for k: StringName in _event_last_fired:
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event_fired_str[String(k)] = _event_last_fired[k]
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var cat_fired_str: Dictionary = {}
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for k: StringName in _category_last_fired:
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cat_fired_str[String(k)] = _category_last_fired[k]
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# Serialise buffs: StringName kind → String for JSON.
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var buffs_ser: Array = []
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for b in _buffs:
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buffs_ser.append({
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"kind": String(b["kind"]),
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"multiplier": b["multiplier"],
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"expires_day": b["expires_day"],
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})
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return {
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"tension": tension,
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"ghost_state": ghost_state,
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"last_rolled_day_index": _last_rolled_day_index,
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"event_last_fired": event_fired_str,
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"category_last_fired": cat_fired_str,
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"ghost_wanderer_target_day": _ghost_wanderer_target_day,
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"speed_before_auto_pause": _speed_before_auto_pause,
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"buffs": buffs_ser,
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}
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func apply_dict(d: Dictionary) -> void:
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tension = d.get("tension", 30.0)
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ghost_state = d.get("ghost_state", false)
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_last_rolled_day_index = int(d.get("last_rolled_day_index", -1))
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_ghost_wanderer_target_day = int(d.get("ghost_wanderer_target_day", -1))
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_speed_before_auto_pause = int(d.get("speed_before_auto_pause", -1))
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# Restore StringName keyed dicts.
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_event_last_fired.clear()
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for k: String in d.get("event_last_fired", {}):
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_event_last_fired[StringName(k)] = int(d["event_last_fired"][k])
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_category_last_fired.clear()
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for k: String in d.get("category_last_fired", {}):
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_category_last_fired[StringName(k)] = int(d["category_last_fired"][k])
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# Restore buff registry.
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_buffs.clear()
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for b in d.get("buffs", []):
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_buffs.append({
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"kind": StringName(b.get("kind", "")),
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"multiplier": float(b.get("multiplier", 1.0)),
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"expires_day": int(b.get("expires_day", 0)),
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})
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# ── phase listener — triggers the daily 6 AM roll at dawn ────────────────────
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func _on_phase_changed(phase: StringName) -> void:
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if phase != Clock.PHASE_DAWN:
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return
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var today: int = Clock.day_index_from_start()
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if today == _last_rolled_day_index:
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return # Already rolled today (e.g. fast-speed bounce through dawn twice).
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_last_rolled_day_index = today
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_do_daily_roll()
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# ── core roll logic ───────────────────────────────────────────────────────────
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func _do_daily_roll() -> void:
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var today: int = Clock.day_index_from_start()
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# Ghost-state wanderer auto-fire check.
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if ghost_state and _ghost_wanderer_target_day >= 0 and today >= _ghost_wanderer_target_day:
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_try_fire_ghost_wanderer()
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return # Ghost-state fires one special event; skip normal pool roll.
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# Decay tension before building the pool (net = decay − 3, then threat adds +15 if fired).
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tension = maxf(0.0, tension - 3.0)
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# Build eligible pool.
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var pool: Array = [] # Each entry: {def: EventDef, weight: float}
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for id: StringName in _events:
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var def: EventDef = _events[id]
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if not _is_eligible(def, today):
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continue
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var w: float = _compute_weight(def)
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pool.append({"def": def, "weight": w})
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if pool.is_empty():
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Audit.log("storyteller", "[storyteller] day %d roll → no eligible events" % today)
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return
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var picked: EventDef = _weighted_pick(pool)
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Audit.log("storyteller", "[storyteller] day %d roll → '%s' (cat=%s, weight=%.2f, tension=%.1f)" % [
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today,
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String(picked.id),
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EventDef.Category.keys()[picked.category],
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_compute_weight(picked),
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tension,
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])
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_fire(picked)
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func _is_eligible(def: EventDef, today: int) -> bool:
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# Per-event cooldown gate.
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var last_event: int = _event_last_fired.get(def.id, -9999)
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if today - last_event < def.cooldown_days:
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return false
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# Per-category cooldown gate.
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var cat_key: StringName = _category_to_str(def.category)
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var cat_floor: int = CATEGORY_COOLDOWN_DAYS.get(cat_key, 0)
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var last_cat: int = _category_last_fired.get(cat_key, -9999)
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if today - last_cat < cat_floor:
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return false
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# Trigger predicate gate.
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if def.trigger_predicate.is_valid() and not def.trigger_predicate.call():
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return false
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return true
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func _compute_weight(def: EventDef) -> float:
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var w: float = def.base_weight
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# Tension modifier per category.
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match def.category:
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EventDef.Category.THREAT:
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# Low tension → boost threats (exciting); high tension → suppress (breathing room).
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w *= lerp(2.0, 0.3, tension / 100.0)
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# Winter's Edge buff: raise threat weight for the season duration.
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w *= get_buff_multiplier(&"threat_weight")
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EventDef.Category.RESOURCE:
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# High tension → more positive events to balance.
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w *= lerp(0.5, 1.5, tension / 100.0)
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EventDef.Category.WANDERER:
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# Winter's Edge buff can suppress wanderers (multiplier < 1.0).
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w *= get_buff_multiplier(&"wanderer_weight")
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_:
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pass # Other categories: weight unmodified.
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# State-triggered events (predicate is set AND currently true) get a 3× boost.
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if def.trigger_predicate.is_valid() and def.trigger_predicate.call():
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w *= 3.0
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return w
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func _weighted_pick(pool: Array) -> EventDef:
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var total: float = 0.0
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for entry in pool:
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total += entry["weight"]
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var roll: float = randf() * total
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var cumulative: float = 0.0
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for entry in pool:
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cumulative += entry["weight"]
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if roll <= cumulative:
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return entry["def"]
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# Fallback: last entry (floating-point edge case).
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return pool[pool.size() - 1]["def"]
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# ── fire + resolve helpers ────────────────────────────────────────────────────
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func _fire(def: EventDef, focus_tile: Vector2i = Vector2i(-1, -1)) -> void:
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_current_event = def
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# Mark cooldowns.
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var today: int = Clock.day_index_from_start()
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_event_last_fired[def.id] = today
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_category_last_fired[_category_to_str(def.category)] = today
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# Tension: threats bump up by +15 (net +12 after the −3 decay applied pre-roll).
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# Direct fire (fire_event / ghost) also bumps since it's still a threat.
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if def.category == EventDef.Category.THREAT:
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tension = minf(100.0, tension + 15.0)
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EventBus.storyteller_tension_changed.emit(tension)
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# Auto-pause for modal events that require it. Capture the prior speed so
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# resolve_current() can restore it on dismissal — without this the sim
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# stays paused after every threat modal, which the player reads as "pawns
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# stopped working for no reason."
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if def.auto_pause:
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if Sim.current_speed != Sim.Speed.PAUSE:
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_speed_before_auto_pause = int(Sim.current_speed)
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Sim.set_speed(Sim.Speed.PAUSE)
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# For banners with no choices, resolve immediately after a short delay is
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# handled by the UI layer (Agent C). We just emit.
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EventBus.storyteller_event_fired.emit(def)
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# ── ghost state ───────────────────────────────────────────────────────────────
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func _on_pawn_died(_pawn, _cause: StringName) -> void:
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# Check on next frame so the pawn registry has time to unregister.
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call_deferred("_check_ghost_state")
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func _check_ghost_state() -> void:
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if World.pawns.size() == 0 and not ghost_state:
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ghost_state = true
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_ghost_wanderer_target_day = Clock.day_index_from_start() + randi_range(3, 5)
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Audit.log("storyteller", "ghost state entered — wanderer recovery clock starts (target day %d)" % _ghost_wanderer_target_day)
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EventBus.storyteller_ghost_state_entered.emit()
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elif World.pawns.size() > 0 and ghost_state:
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_exit_ghost_state()
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func _exit_ghost_state() -> void:
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ghost_state = false
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_ghost_wanderer_target_day = -1
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EventBus.storyteller_ghost_state_exited.emit()
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Audit.log("storyteller", "ghost state exited — colony has survivors again")
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func _try_fire_ghost_wanderer() -> void:
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# Find a WANDERER event; prefer &"a_traveler".
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var wanderer_def: EventDef = null
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for id: StringName in _events:
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var def: EventDef = _events[id]
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if def.category != EventDef.Category.WANDERER:
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continue
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if id == &"a_traveler":
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wanderer_def = def
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break
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if wanderer_def == null:
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wanderer_def = def # Any wanderer as fallback.
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if wanderer_def == null:
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Audit.log("storyteller", "ghost state: no WANDERER event registered — cannot auto-fire wanderer")
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return
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Audit.log("storyteller", "ghost state: auto-firing '%s' on day %d" % [String(wanderer_def.id), Clock.day_index_from_start()])
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_ghost_wanderer_target_day = -1 # Clear schedule before firing.
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fire_event(wanderer_def)
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# ── utilities ─────────────────────────────────────────────────────────────────
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## Prune expired buffs once per in-game day (dawn phase, after _do_daily_roll).
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## Called from _on_phase_changed; also called from _on_sim_tick_buffs for the
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## very first tick so buffs from save-load are healthy immediately.
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func _prune_expired_buffs() -> void:
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var today: int = Clock.day_index_from_start()
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var before: int = _buffs.size()
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_buffs = _buffs.filter(func(b: Dictionary) -> bool: return b["expires_day"] > today)
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var pruned: int = before - _buffs.size()
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if pruned > 0:
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Audit.log("storyteller", "%d buff(s) expired" % pruned)
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## Sim-tick listener: prune expired buffs and handle seasonal threat bias.
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## Only does real work once per in-game day to stay cheap.
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var _last_buff_prune_day: int = -1
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func _on_sim_tick_buffs(_tick: int) -> void:
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var today: int = Clock.day_index_from_start()
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if today == _last_buff_prune_day:
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return
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_last_buff_prune_day = today
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_prune_expired_buffs()
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## Convert a Category enum value to the snake-case StringName used in
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## CATEGORY_COOLDOWN_DAYS and _category_last_fired.
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func _category_to_str(cat: EventDef.Category) -> StringName:
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match cat:
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EventDef.Category.NUDGE: return &"nudge"
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EventDef.Category.SEASONAL: return &"seasonal"
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EventDef.Category.WANDERER: return &"wanderer"
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EventDef.Category.THREAT: return &"threat"
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EventDef.Category.DISEASE: return &"disease"
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EventDef.Category.RESOURCE: return &"resource"
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EventDef.Category.LORE: return &"lore"
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EventDef.Category.MILESTONE: return &"milestone"
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_:
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push_warning("Storyteller._category_to_str: unknown category %d" % cat)
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return &"nudge"
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