Trees: 4 growth stages (Sapling→Young→Growing→Mature), only Mature yields wood. WildGrowth ticker fires every in-game hour; rejection- samples grass tiles and plants a sapling with ~30% probability (capped at MAP_TREE_LIMIT=60). New `paint_plant_tree` designation lets the player manually plant — ghost sapling registered as a build_site that ConstructionProvider fulfils. Stage round-trips through save/load. Initial seed mixes 4 saplings + 6 mature so growth is visible day 1. Quarry: new BigRockNode entity (2×2 permanent stone outcrop, never depletes). 3 nodes seeded far from cabin. New QuarryWorkbench (extends Workbench, auto-FOREVER `quarry_stone` bill, recipe drops 1 stone per 300 work-ticks). New `paint_quarry` designation only accepts BigRockNode tiles. CraftingProvider now supports recipes with `ingredient_count == 0` — skips ingredient-fetch and goes straight to walk+craft toils. Recipe gains `ingredient_count` field (defaults 0). Save/load layering: big_rock_node spawns at priority 0 (same as rock/tree), quarry_workbench at priority 2 (after the node). UI: Plant tree + Build quarry buttons added to Build drawer. build_drawer_thumb gains `plant_tree` (sapling sprout in dirt) and `paint_quarry` (stone block + chisel + cut-stone pile) shapes. inspect_tooltip recognises BigRockNode + shows tree growth stage on hover. Delegation: gdscript-refactor (Sonnet ×2) for trees full impl + quarry skeleton; quick-edit (Haiku) for CraftingProvider no-ingredient plumbing + TopBar polish; integration handled on Opus.
88 lines
3.4 KiB
GDScript
88 lines
3.4 KiB
GDScript
class_name Recipe extends RefCounted
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## A recipe describes one production step: what raw material goes in, what
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## product comes out, how long it takes, and what skill is required.
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##
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## Phase 6 ships single-ingredient / single-output recipes. Multi-input is
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## a Phase 7+ expansion — the dict seam in to_dict/from_dict already uses
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## the same key names as the full architecture.md spec so no migration is needed.
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##
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## Save/load contract:
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## var r2 := Recipe.from_dict(r.to_dict())
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## assert(r2.id == r.id and r2.work_ticks == r.work_ticks)
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const SKILL_CRAFTING: StringName = &"crafting"
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const SKILL_COOKING: StringName = &"cooking"
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## Unique identifier — e.g. &"plank", &"stone_block", &"basic_meal".
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var id: StringName = &""
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## Item type consumed by this recipe (single-ingredient for Phase 6).
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var ingredient_type: StringName = &""
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## Count of ingredient_type required by this recipe. 0 = no ingredient (work only).
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var ingredient_count: int = 0
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## Phase 14 — optional secondary ingredient. Empty string = no secondary.
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## CraftingProvider Phase 14 follow-up: enforce pickup of ingredient2 before
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## assigning a pawn to this bill (currently stub — only ingredient_type enforced).
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var ingredient2_type: StringName = &""
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var ingredient2_count: int = 0
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## Item type produced by this recipe.
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var output_type: StringName = &""
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## Sim ticks needed at 1× skill (no pawn modifier applied here).
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var work_ticks: int = 100
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## Which skill governs this recipe's quality roll and speed.
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var required_skill: StringName = SKILL_CRAFTING
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## Pawn's skill level must be >= this to be assigned this bill.
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## Per design.md: skills modify duration and quality, never permission — so
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## this threshold defaults to 0 (no gate); bill UI lets the player raise it.
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var skill_threshold: int = 0
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## Human-readable label for Audit logs and (later) bill UI. Not i18n'd here;
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## call Strings.t("item." + id) for player-visible text.
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var label: String = ""
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# ── save / load ───────────────────────────────────────────────────────────────
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## Player-visible display name for this recipe. Used by the workbench bill
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## editor's recipe-picker and the bill list. Falls back to `id` if `label`
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## is empty (shouldn't happen for catalog recipes, but defensive).
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func display_name() -> String:
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if label.is_empty():
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return str(id)
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return label
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func to_dict() -> Dictionary:
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return {
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"id": String(id),
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"ingredient_type": String(ingredient_type),
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"ingredient_count": ingredient_count,
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"ingredient2_type": String(ingredient2_type),
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"ingredient2_count": ingredient2_count,
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"output_type": String(output_type),
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"work_ticks": work_ticks,
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"required_skill": String(required_skill),
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"skill_threshold": skill_threshold,
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"label": label,
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}
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static func from_dict(d: Dictionary) -> Recipe:
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var r := Recipe.new()
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r.id = StringName(d.get("id", ""))
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r.ingredient_type = StringName(d.get("ingredient_type", ""))
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r.ingredient_count = int(d.get("ingredient_count", 0))
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r.ingredient2_type = StringName(d.get("ingredient2_type", ""))
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r.ingredient2_count = int(d.get("ingredient2_count", 0))
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r.output_type = StringName(d.get("output_type", ""))
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r.work_ticks = int(d.get("work_ticks", 100))
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r.required_skill = StringName(d.get("required_skill", str(SKILL_CRAFTING)))
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r.skill_threshold = int(d.get("skill_threshold", 0))
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r.label = str(d.get("label", ""))
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return r
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