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>
296 lines
13 KiB
GDScript
296 lines
13 KiB
GDScript
class_name Bed extends Node2D
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## Bed furniture entity — buildable, optionally pawn-owned, quality-affected sleep.
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##
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## Rendered as a bottom-anchored 3/4-perspective sprite within the 16×16 tile,
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## matching the workbench / wall / door rendering convention. Ghost state (40%
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## alpha) while construction is in progress; solid once _completed.
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##
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## Quality tints the sheet colour (SLEEP_MOOD_BY_QUALITY maps Item.Quality int
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## to the mood modifier awarded when a pawn finishes sleeping here). Phase 8
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## spawns beds at NORMAL quality; Phase 17+ may roll quality from crafter skill.
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##
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## Build model (docs/implementation.md Phase 8):
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## BUILD_TICKS ticks via the standard BuildJob toil (same shape as Wall/Crate/
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## Workbench). blocks_pathing_when_complete() returns false — pawns walk ONTO
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## the bed tile to sleep.
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##
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## Occupancy model:
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## _owner_pawn — null = unowned (any tired pawn may use); Phase 8 leaves null.
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## _occupant_pawn — set by SleepProvider.claim(); released on SleepProvider.release().
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## is_available() — true when completed AND no current occupant.
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## claim(pawn) — atomically sets _occupant_pawn; returns false if unavailable.
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## release() — clears _occupant_pawn.
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##
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## Save/load:
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## to_dict() serialises all persistent fields. _occupant_pawn is always saved
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## as null (sleep is mid-toil state; the JobRunner saves its own side). Re-wiring
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## owner_pawn from name → Pawn reference is resolved in SaveSystem._post_load_resolve_references().
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##
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## World registration: World.register_bed / World.unregister_bed called from
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## _ready / _exit_tree.
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const TILE_SIZE_PX: int = 16
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## Sim ticks to build a bed (80 ticks ≈ 4 sim seconds at 1×).
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const BUILD_TICKS: int = 80
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## Sleep mood modifier indexed by Item.Quality int (SHODDY=0 … LEGENDARY=4).
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## Applied via the "slept_in_X" thought when a pawn finishes a sleep job.
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## Numbers are design.md placeholders — tune in Phase 20.
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## SHODDY=-8, NORMAL=-2, EXCELLENT=0, MASTERWORK=5, LEGENDARY=8
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const SLEEP_MOOD_BY_QUALITY: Array[int] = [-8, -2, 0, 5, 8]
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## ElvGames House Interior atlas — 16×32 single-column bed crops. Each variant
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## shows a complete narrow bed: head with rounded pillow + frame on top tile,
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## body + wood foot on the bottom tile. See /tmp/bed_candidates.png from the
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## 2026-05-12 visual pass for the visual diff that picked these coords.
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##
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## The sprite spans the bed's tile + the tile immediately south. The southern
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## tile stays walkable in the pathfinder — pawns can pass through the visual
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## foot of the bed — matching the Phase 4 "rocks are walkable" simplification.
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## Bed body is now drawn procedurally (top-down view, 16×32, anchored at the
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## foot). Earlier passes used FG_Interior atlas coords but the available bed
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## sprites were either side-on chairs (32,22)/(35,22)/(38,22 — actually
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## chair-with-cushion, mislabelled in the 2026-05-12 visual pass) or 3-tile-
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## wide doubles. A clear top-down single is easier to read at a glance.
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##
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## Colour variant is picked by deterministic hash from tile so the same bed
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## stays the same colour across sessions.
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const _BED_VARIANT_BLANKET: Array[Color] = [
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Color(0.85, 0.50, 0.25, 1.0), # warm tan / wool — saturated to survive torch tint
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Color(0.25, 0.45, 0.85, 1.0), # cool blue — saturated
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Color(0.85, 0.35, 0.55, 1.0), # rose — saturated
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]
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const _BED_FRAME_DARK: Color = Color(0.30, 0.20, 0.12, 1.0)
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const _BED_FRAME_LIGHT: Color = Color(0.55, 0.38, 0.22, 1.0)
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const _BED_PILLOW: Color = Color(0.94, 0.94, 0.90, 1.0)
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const _BED_PILLOW_SHADE: Color = Color(0.78, 0.78, 0.74, 1.0)
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const _BED_SHEET_SHADE: Color = Color(0.0, 0.0, 0.0, 0.18)
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# ── exports ───────────────────────────────────────────────────────────────────
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## Tile position of this bed in world-tile coordinates.
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@export var tile: Vector2i = Vector2i.ZERO
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## Quality tier as an int matching Item.Quality enum (0=SHODDY … 4=LEGENDARY).
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## Determines sheet colour and sleep mood modifier.
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@export var quality: int = 1
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## Player-visible name. Defaults to "Bed"; extended types (medical bed, etc.)
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## can override via label_text without needing a subclass.
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@export var label_text: String = "Bed"
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## When true, this bed is designated as a medical treatment site.
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## DoctorProvider (Phase 9) prefers medical beds over regular beds when
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## choosing a destination for downed pawns. A small red cross is drawn over
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## the pillow in _draw() so the player can tell medical beds apart at a glance.
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@export var is_medical: bool = false
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# ── state ─────────────────────────────────────────────────────────────────────
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## Ticks of construction work applied so far. 0..BUILD_TICKS.
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var build_progress: int = 0
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## True once build_progress >= BUILD_TICKS.
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var _completed: bool = false
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## The pawn who "owns" this bed (has first right of use). null = unowned.
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## Phase 8 leaves this null; Phase 17 wires per-pawn bed assignment UI.
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var _owner_pawn = null
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## The pawn currently lying in this bed. Set by claim(); cleared by release().
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## Always null on save (SleepProvider re-claims after load if the pawn still
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## has an active sleep job; the JobRunner handles reconnection).
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var _occupant_pawn = null
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## Transient: set by from_dict() to the saved owner's pawn_name string.
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## SaveSystem._post_load_resolve_references() walks World.pawns, matches by
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## pawn_name, assigns _owner_pawn, then clears this field.
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var _pending_owner_name: String = ""
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# ── lifecycle ─────────────────────────────────────────────────────────────────
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func _ready() -> void:
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# Bottom-anchor: position.y at tile bottom so Y-sort occludes pawns correctly.
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position = Vector2(
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tile.x * TILE_SIZE_PX + TILE_SIZE_PX / 2.0,
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tile.y * TILE_SIZE_PX + TILE_SIZE_PX
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)
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World.register_bed(self)
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World.register_build_site(self)
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queue_redraw()
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func _exit_tree() -> void:
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World.unregister_bed(self)
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World.unregister_build_site(self)
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## One-shot initialiser. Call after add_child() so _ready() has fired.
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func setup(p_tile: Vector2i) -> void:
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tile = p_tile
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position = Vector2(
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tile.x * TILE_SIZE_PX + TILE_SIZE_PX / 2.0,
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tile.y * TILE_SIZE_PX + TILE_SIZE_PX
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)
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# Y-sort so a pawn standing south of the bed (foot tile) draws over the
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# bed, while a pawn sleeping in the head tile draws under any overlay.
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y_sort_enabled = true
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# Drop the legacy Sprite2D child if a save from before procedural rendering
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# left one around.
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var prev := get_node_or_null("Sprite")
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if prev != null:
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prev.queue_free()
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# ── BuildJob interface (matches Wall / Crate / Workbench shape) ───────────────
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## True while the bed still needs construction work.
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## JobRunner's BUILD toil checks this to decide when the toil is done.
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func is_buildable() -> bool:
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return not _completed
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## Human-readable label for job descriptions and Audit logs.
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func label() -> String:
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return label_text
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## Called by the BUILD toil in JobRunner once per sim tick while the pawn works.
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## Advances build_progress and completes the bed at BUILD_TICKS.
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func on_build_tick() -> void:
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if _completed:
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return
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build_progress += 1
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queue_redraw()
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if build_progress >= BUILD_TICKS:
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_complete()
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## True once the bed has been fully built.
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func is_completed() -> bool:
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return _completed
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## Beds remain walkable after completion — pawns walk ONTO the tile to sleep.
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func blocks_pathing_when_complete() -> bool:
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return false
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# ── occupancy ─────────────────────────────────────────────────────────────────
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## Returns true when this bed is built and no pawn is currently using it.
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## SleepProvider calls this to filter candidate beds before claiming.
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func is_available() -> bool:
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return _completed and _occupant_pawn == null
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## Atomically claim this bed for `pawn`. Returns false if not available.
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## SleepProvider calls this before starting the sleep toil; on false the
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## provider must look for another bed.
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func claim(pawn) -> bool:
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if not is_available():
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return false
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_occupant_pawn = pawn
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return true
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## Release this bed when the sleep job ends (normally or interrupted).
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## SleepProvider calls this from its on_complete / on_cancel hook.
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func release() -> void:
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_occupant_pawn = null
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# ── save / load ───────────────────────────────────────────────────────────────
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## Serialise all persistent state for World save (wired in Phase 16).
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## _occupant_pawn is always saved as null — the JobRunner holds the sleep
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## toil state and the SleepProvider re-claims the bed after load.
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func to_dict() -> Dictionary:
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var owner_name = null
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if _owner_pawn != null and _owner_pawn.has_method("get"):
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owner_name = _owner_pawn.get("pawn_name")
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return {
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"class_id": &"bed",
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"tile_x": tile.x,
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"tile_y": tile.y,
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"quality": quality,
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"label_text": label_text,
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"is_medical": is_medical,
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"build_progress": build_progress,
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"completed": _completed,
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"owner_pawn_name": owner_name,
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# occupant_pawn always null on save — SleepProvider reconnects after load.
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"occupant_pawn": null,
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}
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## Restore from a dict produced by to_dict().
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## _owner_pawn is re-wired by SaveSystem._post_load_resolve_references() after
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## all pawns are spawned: it reads _pending_owner_name, matches pawn_name,
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## assigns _owner_pawn, then clears _pending_owner_name.
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func from_dict(d: Dictionary) -> void:
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tile = Vector2i(int(d.get("tile_x", 0)), int(d.get("tile_y", 0)))
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quality = int(d.get("quality", 1))
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label_text = str(d.get("label_text", "Bed"))
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is_medical = bool(d.get("is_medical", false))
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build_progress = int(d.get("build_progress", 0))
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_completed = bool(d.get("completed", false))
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_owner_pawn = null
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_occupant_pawn = null
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# Store name for the post-load fixup pass; cleared there once resolved.
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_pending_owner_name = str(d.get("owner_pawn_name", ""))
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setup(tile)
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# ── render ─────────────────────────────────────────────────────────────────────
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func _draw() -> void:
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# Top-down bed view, anchor at the foot's bottom-centre.
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# Local Y spans -32..0: -32..-16 = head/pillow tile, -16..0 = body/foot tile.
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# Local X spans -8..+8 (16 px wide, 1 tile).
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var alpha: float = 1.0 if _completed else 0.4
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var idx: int = (tile.x * 31 + tile.y * 17) % _BED_VARIANT_BLANKET.size()
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var blanket: Color = _BED_VARIANT_BLANKET[idx]
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blanket.a = alpha
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var frame_dark := Color(_BED_FRAME_DARK.r, _BED_FRAME_DARK.g, _BED_FRAME_DARK.b, alpha)
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var frame_light := Color(_BED_FRAME_LIGHT.r, _BED_FRAME_LIGHT.g, _BED_FRAME_LIGHT.b, alpha)
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var pillow := Color(_BED_PILLOW.r, _BED_PILLOW.g, _BED_PILLOW.b, alpha)
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var pillow_shade := Color(_BED_PILLOW_SHADE.r, _BED_PILLOW_SHADE.g, _BED_PILLOW_SHADE.b, alpha)
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# Outer wood frame (dark) — 16×32 base.
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draw_rect(Rect2(Vector2(-8, -32), Vector2(16, 32)), frame_dark)
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# Inner frame highlight (lighter wood) — 1px inside the dark frame.
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draw_rect(Rect2(Vector2(-7, -31), Vector2(14, 30)), frame_light)
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# Mattress / blanket — fills the inner area, leaves 2px wood rim on each side.
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draw_rect(Rect2(Vector2(-6, -28), Vector2(12, 26)), blanket)
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# Pillow at the head — wide rect with shadowed underside for depth.
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draw_rect(Rect2(Vector2(-5, -28), Vector2(10, 6)), pillow)
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draw_rect(Rect2(Vector2(-5, -23), Vector2(10, 1)), pillow_shade)
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# Blanket fold near the foot — a thin lighter band suggests sheet edge.
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draw_rect(Rect2(Vector2(-6, -6), Vector2(12, 2)), _BED_PILLOW)
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# Wood foot board accent — 2px dark band at the very bottom of the body tile.
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draw_rect(Rect2(Vector2(-7, -3), Vector2(14, 2)), frame_dark)
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# Medical-bed marker — red cross over the pillow.
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if is_medical:
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var cross := Color(0.85, 0.10, 0.10, alpha)
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draw_rect(Rect2(Vector2(-3, -26), Vector2(6, 2)), cross)
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draw_rect(Rect2(Vector2(-1, -28), Vector2(2, 6)), cross)
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# ── internal ──────────────────────────────────────────────────────────────────
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func _complete() -> void:
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_completed = true
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# Solidify the ghost: sprite goes from 40% to full opacity.
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var sprite: Sprite2D = get_node_or_null("Sprite")
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if sprite != null:
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sprite.modulate.a = 1.0
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queue_redraw()
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World.clear_designation_at(tile)
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Audit.log("bed", "%s built at %s" % [label_text, tile])
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# Phase 13 — notify BeautySystem so nearby tile beauty scores update.
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var bs = World.get("beauty_system")
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if bs != null:
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bs.register_furniture(self)
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bs.recompute_around(tile)
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