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>
340 lines
11 KiB
GDScript
340 lines
11 KiB
GDScript
class_name ThoughtCatalog
|
||
## Static factory registry for named thoughts.
|
||
##
|
||
## Phase 8 ships 5 thoughts (hungry, tired, well_rested, slept_on_floor,
|
||
## ate_meal). Phase 17 expands with: slept_in_good_bed (quality tiers),
|
||
## ate_raw_food, witnessed_corpse, in_darkness, cramped_quarters,
|
||
## beautiful_room, ugly_room, damp, soaked, cold.
|
||
##
|
||
## Usage pattern:
|
||
## pawn.add_thought(ThoughtCatalog.ate_meal())
|
||
##
|
||
## Each factory returns a fresh Thought with all fields set to correct defaults
|
||
## for that thought type. Callers must not mutate the returned object before
|
||
## passing it to add_thought() — add_thought() handles stack merging.
|
||
##
|
||
## docs/architecture.md "MoodSystem"; docs/design.md "Thought list (~13)".
|
||
|
||
|
||
# ── PERSISTENT thoughts ───────────────────────────────────────────────────────
|
||
# Pawn._refresh_persistent_thoughts adds / removes these based on live state.
|
||
# max_stacks=1 because each is binary (either hungry or not).
|
||
|
||
## Mood penalty while pawn.is_hungry() is true.
|
||
## modifier=-6, max_stacks=1, PERSISTENT.
|
||
static func hungry() -> Thought:
|
||
var t := Thought.new()
|
||
t.id = &"hungry"
|
||
t.label = "Hungry"
|
||
t.modifier = -6
|
||
t.lifetime = Thought.Lifetime.PERSISTENT
|
||
t.max_stacks = 1
|
||
return t
|
||
|
||
|
||
## Mood penalty while pawn.is_tired() is true.
|
||
## modifier=-4, max_stacks=1, PERSISTENT.
|
||
static func tired() -> Thought:
|
||
var t := Thought.new()
|
||
t.id = &"tired"
|
||
t.label = "Tired"
|
||
t.modifier = -4
|
||
t.lifetime = Thought.Lifetime.PERSISTENT
|
||
t.max_stacks = 1
|
||
return t
|
||
|
||
|
||
# ── EVENT thoughts ────────────────────────────────────────────────────────────
|
||
# Fire on a transition and decay after ticks_remaining reaches zero.
|
||
# ticks_remaining is in sim ticks at 1× speed (20 Hz).
|
||
# ~10 in-game min at 1× = 1200 ticks (20 ticks/s × 60 s/min × 10 min).
|
||
|
||
## Positive mood boost after waking from a full bed-sleep.
|
||
## Fires in _tick_sleep (Agent B) when had_bed=true.
|
||
## modifier=+5, max_stacks=1, EVENT, ~10 in-game min at 1×.
|
||
static func well_rested() -> Thought:
|
||
var t := Thought.new()
|
||
t.id = &"well_rested"
|
||
t.label = "Well rested"
|
||
t.modifier = 5
|
||
t.lifetime = Thought.Lifetime.EVENT
|
||
t.ticks_remaining = 1200
|
||
t.max_stacks = 1
|
||
return t
|
||
|
||
|
||
## Mood penalty after sleeping without a bed.
|
||
## Fires in _tick_sleep (Agent B) when had_bed=false.
|
||
## modifier=-5, max_stacks=1, EVENT, ~10 in-game min at 1×.
|
||
static func slept_on_floor() -> Thought:
|
||
var t := Thought.new()
|
||
t.id = &"slept_on_floor"
|
||
t.label = "Slept on the floor"
|
||
t.modifier = -5
|
||
t.lifetime = Thought.Lifetime.EVENT
|
||
t.ticks_remaining = 1200
|
||
t.max_stacks = 1
|
||
return t
|
||
|
||
|
||
## Mood penalty while a pawn is in an unlit tile at night.
|
||
## modifier=-3, max_stacks=1, PERSISTENT.
|
||
## Phase 17 polish may split into "outdoor dark" / "cave dark" tiers.
|
||
static func in_darkness() -> Thought:
|
||
var t := Thought.new()
|
||
t.id = &"in_darkness"
|
||
t.label = "In darkness"
|
||
t.modifier = -3
|
||
t.lifetime = Thought.Lifetime.PERSISTENT
|
||
t.max_stacks = 1
|
||
return t
|
||
|
||
|
||
## Mood penalty while wet accumulator is in Damp tier (25–59).
|
||
## Driven by Pawn._sync_persistent_thought via wet status severity == 1.
|
||
## modifier=-3, max_stacks=1, PERSISTENT.
|
||
static func damp() -> Thought:
|
||
var t := Thought.new()
|
||
t.id = &"damp"
|
||
t.label = "Damp"
|
||
t.modifier = -3
|
||
t.lifetime = Thought.Lifetime.PERSISTENT
|
||
t.max_stacks = 1
|
||
return t
|
||
|
||
|
||
## Mood penalty while wet accumulator is in Soaked tier (60+).
|
||
## Replaces Damp — Pawn._sync_persistent_thought removes damp before adding soaked.
|
||
## modifier=-6, max_stacks=1, PERSISTENT.
|
||
static func soaked() -> Thought:
|
||
var t := Thought.new()
|
||
t.id = &"soaked"
|
||
t.label = "Soaked"
|
||
t.modifier = -6
|
||
t.lifetime = Thought.Lifetime.PERSISTENT
|
||
t.max_stacks = 1
|
||
return t
|
||
|
||
|
||
## Mood penalty while cold accumulator is active (any severity).
|
||
## Named cold_thought to avoid collision with StatusCatalog.cold() factory.
|
||
## modifier=-4, max_stacks=1, PERSISTENT.
|
||
static func cold_thought() -> Thought:
|
||
var t := Thought.new()
|
||
t.id = &"cold"
|
||
t.label = "Cold"
|
||
t.modifier = -4
|
||
t.lifetime = Thought.Lifetime.PERSISTENT
|
||
t.max_stacks = 1
|
||
return t
|
||
|
||
|
||
## ── Phase 13 — Room beauty / dirtiness thoughts ─────────────────────────────
|
||
# Synced in Pawn._process_thoughts() after the damp/soaked/cold block.
|
||
# All are PERSISTENT; the sync removes old ones before adding the active tier.
|
||
|
||
## Positive mood boost when average room beauty >= 4.0.
|
||
## modifier=+4, max_stacks=1, PERSISTENT.
|
||
static func beautiful_room() -> Thought:
|
||
var t := Thought.new()
|
||
t.id = &"beautiful_room"
|
||
t.label = "Beautiful room"
|
||
t.modifier = 4
|
||
t.lifetime = Thought.Lifetime.PERSISTENT
|
||
t.max_stacks = 1
|
||
return t
|
||
|
||
|
||
## Negative mood penalty when average room beauty < 0 (e.g. corpses present, Phase 14).
|
||
## modifier=-3, max_stacks=1, PERSISTENT.
|
||
static func ugly_room() -> Thought:
|
||
var t := Thought.new()
|
||
t.id = &"ugly_room"
|
||
t.label = "Ugly room"
|
||
t.modifier = -3
|
||
t.lifetime = Thought.Lifetime.PERSISTENT
|
||
t.max_stacks = 1
|
||
return t
|
||
|
||
|
||
## Positive mood boost when average room dirtiness < 25 (clean tier).
|
||
## modifier=+2, max_stacks=1, PERSISTENT.
|
||
static func clean_room() -> Thought:
|
||
var t := Thought.new()
|
||
t.id = &"clean_room"
|
||
t.label = "Clean room"
|
||
t.modifier = 2
|
||
t.lifetime = Thought.Lifetime.PERSISTENT
|
||
t.max_stacks = 1
|
||
return t
|
||
|
||
|
||
## Negative mood penalty when average room dirtiness is in dirty tier (25..60).
|
||
## modifier=-3, max_stacks=1, PERSISTENT.
|
||
static func dirty_room() -> Thought:
|
||
var t := Thought.new()
|
||
t.id = &"dirty_room"
|
||
t.label = "Dirty room"
|
||
t.modifier = -3
|
||
t.lifetime = Thought.Lifetime.PERSISTENT
|
||
t.max_stacks = 1
|
||
return t
|
||
|
||
|
||
## Strong negative mood penalty when average room dirtiness >= 60 (filthy tier).
|
||
## modifier=-6, max_stacks=1, PERSISTENT.
|
||
static func filthy_room() -> Thought:
|
||
var t := Thought.new()
|
||
t.id = &"filthy_room"
|
||
t.label = "Filthy room"
|
||
t.modifier = -6
|
||
t.lifetime = Thought.Lifetime.PERSISTENT
|
||
t.max_stacks = 1
|
||
return t
|
||
|
||
|
||
## Positive mood boost after sleeping in an indoor room.
|
||
## modifier=+3, max_stacks=1, EVENT, ~1200 ticks (~60 in-game sec at 1×).
|
||
## Phase 17 wires this into the sleep toil; factory added here for catalog completeness.
|
||
static func slept_in_room() -> Thought:
|
||
var t := Thought.new()
|
||
t.id = &"slept_in_room"
|
||
t.label = "Slept in a room"
|
||
t.modifier = 3
|
||
t.lifetime = Thought.Lifetime.EVENT
|
||
t.ticks_remaining = 1200
|
||
t.max_stacks = 1
|
||
return t
|
||
|
||
|
||
## Negative mood penalty for eating without a table nearby.
|
||
## modifier=-3, max_stacks=1, EVENT, ~800 ticks (~40 in-game sec at 1×).
|
||
## Phase 17 wires this into the eat toil; factory added here for catalog completeness.
|
||
static func ate_without_table() -> Thought:
|
||
var t := Thought.new()
|
||
t.id = &"ate_without_table"
|
||
t.label = "Ate without a table"
|
||
t.modifier = -3
|
||
t.lifetime = Thought.Lifetime.EVENT
|
||
t.ticks_remaining = 800
|
||
t.max_stacks = 1
|
||
return t
|
||
|
||
|
||
## Small mood boost after eating a cooked meal or bread.
|
||
## Fires in _tick_eat when item_type is TYPE_MEAL or TYPE_BREAD.
|
||
## Stacks up to 3 (multiple good meals compound, but cap at 3).
|
||
## modifier=+3, max_stacks=3, EVENT, ~800 ticks (~40 in-game sec at 1×).
|
||
static func ate_meal() -> Thought:
|
||
var t := Thought.new()
|
||
t.id = &"ate_meal"
|
||
t.label = "Ate a meal"
|
||
t.modifier = 3
|
||
t.lifetime = Thought.Lifetime.EVENT
|
||
t.ticks_remaining = 800
|
||
t.max_stacks = 3
|
||
return t
|
||
|
||
|
||
# ── Phase 14 — Death + corpses + burial ──────────────────────────────────────
|
||
|
||
## Mood penalty when the pawn sees a corpse within 5 Manhattan tiles.
|
||
## Stacks up to 3 — multiple visible corpses compound.
|
||
## modifier=-3, max_stacks=3, EVENT, 1200 ticks (~10 in-game min at 1×).
|
||
static func saw_corpse() -> Thought:
|
||
var t := Thought.new()
|
||
t.id = &"saw_corpse"
|
||
t.label = "Saw a corpse"
|
||
t.modifier = -3
|
||
t.lifetime = Thought.Lifetime.EVENT
|
||
t.ticks_remaining = 1200
|
||
t.max_stacks = 3
|
||
return t
|
||
|
||
|
||
## Small positive mood when the pawn helped bury a friend.
|
||
## Closure — finite but meaningful.
|
||
## modifier=+2, max_stacks=1, EVENT, 2400 ticks (~20 in-game min at 1×).
|
||
static func buried_friend() -> Thought:
|
||
var t := Thought.new()
|
||
t.id = &"buried_friend"
|
||
t.label = "Buried a friend"
|
||
t.modifier = 2
|
||
t.lifetime = Thought.Lifetime.EVENT
|
||
t.ticks_remaining = 2400
|
||
t.max_stacks = 1
|
||
return t
|
||
|
||
|
||
## Small positive mood when the pawn helped cremate a friend.
|
||
## Closure — finite but meaningful.
|
||
## modifier=+2, max_stacks=1, EVENT, 2400 ticks (~20 in-game min at 1×).
|
||
static func cremated_friend() -> Thought:
|
||
var t := Thought.new()
|
||
t.id = &"cremated_friend"
|
||
t.label = "Cremated a friend"
|
||
t.modifier = 2
|
||
t.lifetime = Thought.Lifetime.EVENT
|
||
t.ticks_remaining = 2400
|
||
t.max_stacks = 1
|
||
return t
|
||
|
||
|
||
## ── Phase 17 — Storyteller event thoughts ──────────────────────────────────
|
||
|
||
## Positive mood boost after surviving a full year. Applied colony-wide by the
|
||
## "one_year_survived" milestone event.
|
||
## modifier=+6, max_stacks=1, EVENT, ~2 in-game days (9600 ticks at 20 Hz).
|
||
static func we_made_it() -> Thought:
|
||
var t := Thought.new()
|
||
t.id = &"we_made_it"
|
||
t.label = "We made it through a year"
|
||
t.modifier = 6
|
||
t.lifetime = Thought.Lifetime.EVENT
|
||
t.ticks_remaining = 9600
|
||
t.max_stacks = 1
|
||
return t
|
||
|
||
|
||
## Negative mood penalty after the colony turned away refugees.
|
||
## Applied colony-wide by the "refugee_family" wanderer event (refuse branch).
|
||
## modifier=-4, max_stacks=1, EVENT, ~1 in-game day (4800 ticks at 20 Hz).
|
||
static func refused_refugees() -> Thought:
|
||
var t := Thought.new()
|
||
t.id = &"refused_refugees"
|
||
t.label = "We turned away the refugees"
|
||
t.modifier = -4
|
||
t.lifetime = Thought.Lifetime.EVENT
|
||
t.ticks_remaining = 4800
|
||
t.max_stacks = 1
|
||
return t
|
||
|
||
|
||
## Positive mood boost when a newcomer joins the colony.
|
||
## Applied colony-wide (including the new pawn, after they are registered)
|
||
## by wanderer-accept events.
|
||
## modifier=+3, max_stacks=1, EVENT, ~1 in-game day (4800 ticks at 20 Hz).
|
||
static func hopeful_newcomer() -> Thought:
|
||
var t := Thought.new()
|
||
t.id = &"hopeful_newcomer"
|
||
t.label = "A new face among us"
|
||
t.modifier = 3
|
||
t.lifetime = Thought.Lifetime.EVENT
|
||
t.ticks_remaining = 4800
|
||
t.max_stacks = 1
|
||
return t
|
||
|
||
|
||
## Strong negative mood while a rotting corpse is present in the colony.
|
||
## PERSISTENT: synced from World.corpses each tick by Pawn._process_thoughts.
|
||
## Stacks up to 3 (severity scales with the number of rotting corpses, capped
|
||
## at 3). Mood compute uses min(stacks, max_stacks) so the cap is enforced.
|
||
## modifier=-4, max_stacks=3, PERSISTENT.
|
||
static func rotting_body_in_colony() -> Thought:
|
||
var t := Thought.new()
|
||
t.id = &"rotting_body_in_colony"
|
||
t.label = "Rotting body in colony"
|
||
t.modifier = -4
|
||
t.lifetime = Thought.Lifetime.PERSISTENT
|
||
t.max_stacks = 3
|
||
return t
|