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