rimlike/scenes/ai/status.gd
megaproxy d9638a4ea4 fix six critical bugs from audit sprint
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>
2026-05-16 18:06:55 +01:00

81 lines
3 KiB
GDScript

class_name Status extends RefCounted
## A single status effect entry on a pawn.
##
## Follows the same data-only / RefCounted pattern as Thought (thought.gd).
## StatusCatalog holds the factory functions; Pawn owns the runtime array.
##
## Phase 9 ships with Bleeding and Downed.
## Phase 12 adds Wet / Cold. Phase 17 adds Sick / Infected.
##
## Save / load contract:
## var s2 := Status.from_dict(s.to_dict())
## assert(s2.id == s.id and s2.severity == s.severity)
##
## docs/design.md "Health & status effects"; docs/architecture.md "Status interrupts".
## Statuses shipped in Phase 9. Extend this enum when new statuses land.
enum Kind {
BLEEDING, ## Continuous HP loss. Cleared by treatment.
DOWNED, ## Cannot act; rescue required. Cleared when HP >= revive threshold.
WET, ## Phase 12 — outdoor rain accumulation; drives Damp/Soaked mood thoughts.
COLD, ## Phase 12 — winter/cold-snap accumulation; drives Cold mood thought.
SICK, ## Phase 17 — illness; work speed penalty + mood drain until treated or duration expires.
}
## PERSISTENT statuses remain until an external system clears them (e.g. Downed
## clears when HP rises above HP_REVIVE_THRESHOLD via doctor treatment).
## EVENT statuses tick down ticks_remaining and self-clear at zero (reserved for
## future one-shot statuses like a brief stun).
enum Lifetime {
PERSISTENT,
EVENT,
}
## Unique identifier — merge key in Pawn.add_status(). e.g. &"bleeding", &"downed".
var id: StringName = &""
## Which logical status this is. Drives gameplay effects in Pawn._process_statuses().
var kind: Kind = Kind.BLEEDING
## Human-readable label for Audit logs and future pawn-detail UI.
## Not i18n'd here; call Strings.t("status." + id) for player-visible text.
var label: String = ""
## Severity scales the effect. Bleeding: 1 = light, 2 = moderate, 3 = severe.
## add_status() increments severity on stack-merge instead of duplicating.
var severity: int = 1
## Ceiling for severity stacking. Bleeding caps at 3.
var max_severity: int = 3
## Whether this status self-clears after ticks_remaining ticks.
var lifetime: Lifetime = Lifetime.PERSISTENT
## Remaining sim ticks before an EVENT status self-clears. PERSISTENT ignores this.
var ticks_remaining: int = 0
# ── save / load ───────────────────────────────────────────────────────────────
func to_dict() -> Dictionary:
return {
"id": String(id),
"kind": kind,
"label": label,
"severity": severity,
"max_severity": max_severity,
"lifetime": lifetime,
"ticks_remaining": ticks_remaining,
}
static func from_dict(d: Dictionary) -> Status:
var s := Status.new()
s.id = StringName(d.get("id", ""))
s.kind = int(d.get("kind", Kind.BLEEDING)) as Kind
s.label = str(d.get("label", ""))
s.severity = int(d.get("severity", 1))
s.max_severity = int(d.get("max_severity", 3))
s.lifetime = int(d.get("lifetime", Lifetime.PERSISTENT)) as Lifetime
s.ticks_remaining = int(d.get("ticks_remaining", 0))
return s