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>
528 lines
23 KiB
GDScript
528 lines
23 KiB
GDScript
## Dropped item entity — a single stack of one item type lying on the world floor.
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##
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## Render model:
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## For types in _ITEM_SPRITES (stone, wood, plank, iron_ore, gold, …) a Sprite2D
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## child draws the ElvGames icon. For all other types _draw() falls back to a
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## hue-hashed coloured square — the original Phase 4 placeholder kept around
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## for the long tail of items (cloth, meals, corpses, ash, etc.).
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## Quality border + stack-count badge are always drawn procedurally on top of
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## whichever base layer renders, so the sprite swap is purely additive.
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##
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## Item type constants mirror the 16 filter chips in docs/design.md. They are
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## used by StockpileZone filter bitmasks and pawn-carry typing.
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##
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## World registration (World.register_item / World.unregister_item) is called
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## here but the methods land in World during Opus integration. The script will
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## parse cleanly; the call will fail at runtime until then.
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class_name Item extends Node2D
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const TILE_SIZE_PX: int = 16
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## ElvGames FG_Abandoned_Mines icons used for the most-spawned item types.
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## Picked in the 2026-05-12 visual pass — see /tmp/item_finals.png for the
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## side-by-side that produced these atlas coords. Other types still fall back
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## to the procedural hue-hashed square in _draw().
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const _MINES_TEX: Texture2D = preload("res://art/tiles/FG_Abandoned_Mines.png")
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const _ITEM_SPRITES: Dictionary = {
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&"stone": {"tex": _MINES_TEX, "coord": Vector2i(5, 33)},
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&"iron_ore": {"tex": _MINES_TEX, "coord": Vector2i(9, 33)},
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&"gold": {"tex": _MINES_TEX, "coord": Vector2i(13, 33)},
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&"wood": {"tex": _MINES_TEX, "coord": Vector2i(20, 13)},
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&"plank": {"tex": _MINES_TEX, "coord": Vector2i(28, 18)},
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}
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# ── canonical type registry — matches docs/design.md "16 filter chips" ───────
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const TYPE_WOOD: StringName = &"wood" # Wd
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const TYPE_STONE: StringName = &"stone" # St
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const TYPE_IRON_ORE: StringName = &"iron_ore" # Ir
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const TYPE_COPPER_ORE: StringName = &"copper_ore" # Cu
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const TYPE_SILVER: StringName = &"silver" # Ag
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const TYPE_GOLD: StringName = &"gold" # Au
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const TYPE_CLOTH: StringName = &"cloth" # Cl
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const TYPE_VEGETABLE: StringName = &"vegetable" # Veg
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const TYPE_MEAT: StringName = &"meat" # Mt
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const TYPE_GRAIN: StringName = &"grain" # Gr
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const TYPE_MEAL: StringName = &"meal" # Ck (cooked)
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const TYPE_MEDICINE: StringName = &"medicine" # Md
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const TYPE_TOOL: StringName = &"tool" # Tl
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const TYPE_WEAPON: StringName = &"weapon" # Wp
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const TYPE_ARMOR: StringName = &"armor" # Ar
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const TYPE_CORPSE: StringName = &"corpse" # Co
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# Phase 6 — intermediate crafted goods (carpenter bench + smelter outputs).
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const TYPE_PLANK: StringName = &"plank"
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const TYPE_STONE_BLOCK: StringName = &"stone_block"
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# Phase 7 — cooking chain. Grain → Flour (millstone) → Bread (hearth).
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# TYPE_MEAL (&"meal") is the generic cooked-dish output and already lives above
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# in the 16-chip base set.
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const TYPE_FLOUR: StringName = &"flour"
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const TYPE_BREAD: StringName = &"bread"
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# Phase 14 — cremation output. One ash item drops per cremated corpse.
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const TYPE_ASH: StringName = &"ash"
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const ALL_TYPES: Array[StringName] = [
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TYPE_WOOD, TYPE_STONE, TYPE_IRON_ORE, TYPE_COPPER_ORE,
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TYPE_SILVER, TYPE_GOLD, TYPE_CLOTH, TYPE_VEGETABLE,
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TYPE_MEAT, TYPE_GRAIN, TYPE_MEAL, TYPE_MEDICINE,
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TYPE_TOOL, TYPE_WEAPON, TYPE_ARMOR, TYPE_CORPSE,
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TYPE_PLANK, TYPE_STONE_BLOCK,
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TYPE_FLOUR, TYPE_BREAD,
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TYPE_ASH,
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]
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# ── quality system (docs/architecture.md "Quality system") ───────────────────
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# Rolled at craft-completion; stored per item; drives border colour in _draw().
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enum Quality { SHODDY, NORMAL, EXCELLENT, MASTERWORK, LEGENDARY }
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# ── state ────────────────────────────────────────────────────────────────────
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@export var item_type: StringName = TYPE_WOOD
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@export var stack_size: int = 1
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@export var quality: Quality = Quality.NORMAL
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## Visual subtype within the broader item_type. Lets multiple harvested produce
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## share one storage-filter category (TYPE_GRAIN matches both wheat AND corn)
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## while still rendering distinctly. Empty string = use item_type's default
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## shape. Set by the spawning code (Crop.on_harvest_tick assigns "wheat"/"corn"
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## /"potato"/"strawberry" based on crop_kind).
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@export var subtype: StringName = &""
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var tile: Vector2i = Vector2i.ZERO
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## When true the on-floor visual is suppressed; the carrying pawn renders the
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## carry indicator instead.
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var being_carried: bool = false
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## Hauling-retry fallback (memory.md 2026-05-10 design lock).
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## Incremented each sim-tick pass in which HaulingProvider finds no valid
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## destination for this item. After MAX_HAUL_RETRIES failures the provider
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## stops offering the item and sets haul_rejected = true, surfacing the
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## "no_stockpile_accepts" alert. Both fields reset when stockpile layout changes.
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const MAX_HAUL_RETRIES: int = 3
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var haul_retry_count: int = 0
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var haul_rejected: bool = false
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# ── lifecycle ─────────────────────────────────────────────────────────────────
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func _ready() -> void:
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position = _tile_to_world(tile)
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visible = not being_carried
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func _exit_tree() -> void:
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World.unregister_item(self)
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# ── public API ────────────────────────────────────────────────────────────────
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## One-shot initialiser called by the spawning code (Tree.fell, Rock.mined, etc.)
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## Sets all fields, syncs position, and registers with World.
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func setup(p_type: StringName, p_stack: int, p_tile: Vector2i) -> void:
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item_type = p_type
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stack_size = p_stack
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tile = p_tile
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position = _tile_to_world(tile)
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visible = not being_carried
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_build_sprite()
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queue_redraw()
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World.register_item(self)
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Audit.log("item", "spawned %s×%d at %s" % [item_type, stack_size, tile])
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## Hide/show the on-floor sprite when the pawn picks up or drops this item.
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func set_being_carried(value: bool) -> void:
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being_carried = value
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visible = not being_carried
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## Build the Sprite2D child for item_type, if a tileset icon is registered.
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## Idempotent: re-running drops the previous sprite first. Types without an
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## entry in _ITEM_SPRITES render via the procedural fallback in _draw().
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func _build_sprite() -> void:
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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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var data = _ITEM_SPRITES.get(item_type)
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if data == null:
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return
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var sprite := Sprite2D.new()
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sprite.name = "Sprite"
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sprite.texture = data["tex"]
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sprite.region_enabled = true
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var coord: Vector2i = data["coord"]
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sprite.region_rect = Rect2(coord.x * TILE_SIZE_PX, coord.y * TILE_SIZE_PX, TILE_SIZE_PX, TILE_SIZE_PX)
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sprite.centered = true
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# Item position is the tile centre — Sprite2D centred at (0, 0) fills the
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# 16×16 cell exactly. No bottom-anchoring offset (items are flat on the floor).
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sprite.offset = Vector2.ZERO
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sprite.z_index = 0
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add_child(sprite)
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# ── save / load ───────────────────────────────────────────────────────────────
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func to_dict() -> Dictionary:
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return {
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"class_id": &"item",
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"type": String(item_type),
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"subtype": String(subtype),
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"stack_size": stack_size,
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"tile_x": tile.x,
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"tile_y": tile.y,
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"quality": int(quality),
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"haul_retry_count": haul_retry_count,
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"haul_rejected": haul_rejected,
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}
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## Returns a plain Dictionary spec for World.load_items() to instantiate from.
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## Items cannot reconstruct themselves standalone — they need a parent in the
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## scene tree. World adds the node, then calls setup() from the returned dict.
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static func from_dict(d: Dictionary) -> Dictionary:
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return {
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"type": StringName(d.get("type", "wood")),
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"subtype": StringName(d.get("subtype", "")),
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"stack_size": int(d.get("stack_size", 1)),
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"tile_x": int(d.get("tile_x", 0)),
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"tile_y": int(d.get("tile_y", 0)),
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"quality": int(d.get("quality", Quality.NORMAL)),
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# Hauling-retry fields — default 0/false so older v2 saves load cleanly.
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"haul_retry_count": int(d.get("haul_retry_count", 0)),
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"haul_rejected": bool(d.get("haul_rejected", false)),
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}
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# ── render ────────────────────────────────────────────────────────────────────
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## Procedural shape per item type, drawn onto an arbitrary CanvasItem. All
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## shapes draw inside a -6..+6 box so the quality border (half=6) wraps the
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## result, and the carry indicator (Pawn._draw) can scale the same shapes down
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## via draw_set_transform. Returns true if the type was handled; false sends
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## the caller to its hue-hashed fallback.
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##
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## Shape language is loose silhouette + a category-appropriate colour: bread =
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## brown loaf, grain = wheat-amber stalks, vegetable = green disc, meal = bowl,
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## etc. Atlas-backed types (wood / stone / plank / iron_ore / gold) also have
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## a shape here so the carry indicator works for them — the on-floor visual
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## still uses the bundle icon via the Sprite2D child path.
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static func draw_item_shape(target: CanvasItem, t: StringName, sub: StringName = &"") -> bool:
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var dark := Color(0.10, 0.07, 0.05, 0.85) # shared outline
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# Subtype dispatch — lets wheat / corn / potato / strawberry render
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# distinctly even though they share TYPE_GRAIN or TYPE_VEGETABLE for
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# storage-filter purposes. Falls through to the type dispatch if subtype
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# is unrecognised so existing items don't blank out.
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match sub:
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&"wheat":
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# Yellow stalks with grain heads — same as default TYPE_GRAIN shape.
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var stalk := Color(0.85, 0.70, 0.20)
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var tie := Color(0.55, 0.35, 0.10)
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target.draw_rect(Rect2(-4.0, -6.0, 1.5, 12.0), stalk)
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target.draw_rect(Rect2(-0.75, -6.0, 1.5, 12.0), stalk)
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target.draw_rect(Rect2(2.5, -6.0, 1.5, 12.0), stalk)
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target.draw_circle(Vector2(-3.2, -5.0), 1.2, Color(0.95, 0.78, 0.25))
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target.draw_circle(Vector2(0.0, -5.5), 1.2, Color(0.95, 0.78, 0.25))
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target.draw_circle(Vector2(3.2, -5.0), 1.2, Color(0.95, 0.78, 0.25))
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target.draw_rect(Rect2(-5.0, 0.0, 10.0, 2.0), tie)
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return true
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&"corn":
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# Corn cob — yellow body with rows of kernel dots + green husk.
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var husk := Color(0.30, 0.65, 0.20)
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var cob := Color(0.95, 0.82, 0.30)
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var kernel_dark := Color(0.70, 0.55, 0.15)
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# Husk leaves splayed out at the top.
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var husk_l: PackedVector2Array = PackedVector2Array([Vector2(-4.0, -5.0), Vector2(-2.0, -2.0), Vector2(-5.0, -1.0)])
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var husk_r: PackedVector2Array = PackedVector2Array([Vector2(4.0, -5.0), Vector2(2.0, -2.0), Vector2(5.0, -1.0)])
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target.draw_colored_polygon(husk_l, husk)
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target.draw_colored_polygon(husk_r, husk)
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# Cob body — vertical oval/rect with rounded corners.
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target.draw_rect(Rect2(-3.0, -4.0, 6.0, 10.0), cob)
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target.draw_circle(Vector2(0.0, 5.5), 3.0, cob)
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# Kernel dots — 2 columns × 3 rows for texture.
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for y in [-2.0, 0.0, 2.0, 4.0]:
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target.draw_rect(Rect2(-2.0, y, 1.5, 1.5), kernel_dark)
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target.draw_rect(Rect2(0.5, y, 1.5, 1.5), kernel_dark)
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# Cob outline (open at top because of husk).
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target.draw_arc(Vector2(0.0, 5.5), 3.0, 0.0, PI, 12, dark, 1.0)
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return true
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&"potato":
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# Two brown lumps with sprout-eye dots — pile of potatoes.
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var skin := Color(0.62, 0.45, 0.25)
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var skin_dark := Color(0.42, 0.28, 0.15)
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var eye := Color(0.25, 0.15, 0.05)
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# Two overlapping potato ovals.
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target.draw_circle(Vector2(-2.0, 1.0), 4.0, skin)
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target.draw_circle(Vector2(2.5, -0.5), 3.5, skin)
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# Outline.
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target.draw_arc(Vector2(-2.0, 1.0), 4.0, 0.0, TAU, 16, skin_dark, 1.0)
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target.draw_arc(Vector2(2.5, -0.5), 3.5, 0.0, TAU, 12, skin_dark, 1.0)
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# Eye dots.
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target.draw_circle(Vector2(-3.0, 0.0), 0.7, eye)
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target.draw_circle(Vector2(-0.5, 2.0), 0.6, eye)
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target.draw_circle(Vector2(3.5, -1.5), 0.7, eye)
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return true
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&"strawberry":
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# Classic red strawberry — heart-shape body with green calyx on top
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# and tiny yellow seed dots scattered on the surface.
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var berry := Color(0.88, 0.18, 0.20)
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var berry_dark := Color(0.62, 0.10, 0.10)
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var leaf := Color(0.25, 0.60, 0.20)
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var seed := Color(0.95, 0.85, 0.30)
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# Body — wider top tapering to a point at the bottom.
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var body: PackedVector2Array = PackedVector2Array([
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Vector2(-5.0, -1.0), Vector2(-3.5, -3.0), Vector2(3.5, -3.0),
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Vector2(5.0, -1.0), Vector2(3.0, 4.0), Vector2(0.0, 6.0), Vector2(-3.0, 4.0),
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])
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target.draw_colored_polygon(body, berry)
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# Body outline.
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target.draw_polyline(body + PackedVector2Array([body[0]]), berry_dark, 1.0)
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# Green calyx (leaves) on top.
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target.draw_rect(Rect2(-3.0, -5.0, 6.0, 2.0), leaf)
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var leaf_top: PackedVector2Array = PackedVector2Array([Vector2(-2.0, -5.0), Vector2(0.0, -7.0), Vector2(2.0, -5.0)])
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target.draw_colored_polygon(leaf_top, leaf)
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# Seed speckles.
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target.draw_circle(Vector2(-2.0, 1.0), 0.5, seed)
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target.draw_circle(Vector2(2.0, 1.0), 0.5, seed)
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target.draw_circle(Vector2(0.0, 3.0), 0.5, seed)
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return true
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# Fall through to type dispatch.
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match t:
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TYPE_BREAD:
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var crust := Color(0.62, 0.40, 0.18)
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var glaze := Color(0.82, 0.58, 0.30)
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target.draw_rect(Rect2(-6.0, -1.0, 12.0, 5.0), crust)
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target.draw_rect(Rect2(-5.0, -5.0, 10.0, 4.0), glaze)
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target.draw_line(Vector2(-3.0, -4.0), Vector2(0.0, -2.0), dark, 1.0)
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target.draw_line(Vector2(0.0, -4.0), Vector2(3.0, -2.0), dark, 1.0)
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target.draw_rect(Rect2(-6.0, -5.0, 12.0, 9.0), dark, false, 1.0)
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return true
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TYPE_GRAIN:
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var stalk := Color(0.85, 0.70, 0.20)
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var tie := Color(0.55, 0.35, 0.10)
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target.draw_rect(Rect2(-4.0, -6.0, 1.5, 12.0), stalk)
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target.draw_rect(Rect2(-0.75, -6.0, 1.5, 12.0), stalk)
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target.draw_rect(Rect2(2.5, -6.0, 1.5, 12.0), stalk)
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target.draw_circle(Vector2(-3.2, -5.0), 1.2, Color(0.95, 0.78, 0.25))
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target.draw_circle(Vector2(0.0, -5.5), 1.2, Color(0.95, 0.78, 0.25))
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target.draw_circle(Vector2(3.2, -5.0), 1.2, Color(0.95, 0.78, 0.25))
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target.draw_rect(Rect2(-5.0, 0.0, 10.0, 2.0), tie)
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return true
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TYPE_FLOUR:
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var sack := Color(0.93, 0.90, 0.78)
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var shadow := Color(0.78, 0.74, 0.60)
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target.draw_rect(Rect2(-5.0, -3.0, 10.0, 8.0), sack)
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target.draw_rect(Rect2(3.0, -3.0, 2.0, 8.0), shadow)
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target.draw_rect(Rect2(-4.0, -5.0, 8.0, 2.0), Color(0.45, 0.30, 0.10))
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target.draw_circle(Vector2(0.0, -5.5), 1.0, sack)
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target.draw_rect(Rect2(-5.0, -6.0, 10.0, 11.0), dark, false, 1.0)
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return true
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TYPE_VEGETABLE:
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var leaf := Color(0.25, 0.65, 0.20)
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var root := Color(0.92, 0.88, 0.70)
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target.draw_circle(Vector2(0.0, 1.0), 5.0, root)
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target.draw_arc(Vector2(0.0, 1.0), 5.0, 0.0, TAU, 16, dark, 1.0)
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target.draw_rect(Rect2(-3.0, -5.0, 2.0, 3.0), leaf)
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target.draw_rect(Rect2(-1.0, -6.0, 2.0, 4.0), leaf)
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target.draw_rect(Rect2( 1.0, -5.0, 2.0, 3.0), leaf)
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return true
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TYPE_MEAL:
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var bowl := Color(0.50, 0.30, 0.12)
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var bowl_rim := Color(0.30, 0.18, 0.08)
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var food := Color(0.85, 0.55, 0.20)
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target.draw_circle(Vector2(0.0, 1.0), 6.0, bowl)
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target.draw_arc(Vector2(0.0, 1.0), 6.0, 0.0, PI, 16, bowl_rim, 1.0)
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target.draw_line(Vector2(-6.0, 1.0), Vector2(6.0, 1.0), bowl_rim, 1.0)
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target.draw_circle(Vector2(0.0, 0.0), 3.5, food)
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target.draw_line(Vector2(-2.0, -5.0), Vector2(-1.0, -3.0), Color(0.9, 0.9, 0.9, 0.7), 1.0)
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target.draw_line(Vector2(2.0, -5.0), Vector2(1.0, -3.0), Color(0.9, 0.9, 0.9, 0.7), 1.0)
|
||
return true
|
||
TYPE_MEAT:
|
||
var meat := Color(0.78, 0.20, 0.20)
|
||
var fat := Color(0.95, 0.85, 0.70)
|
||
target.draw_rect(Rect2(-5.0, -3.0, 10.0, 7.0), meat)
|
||
target.draw_line(Vector2(-5.0, 0.0), Vector2(5.0, 0.5), fat, 1.0)
|
||
target.draw_rect(Rect2(-5.0, -3.0, 10.0, 7.0), dark, false, 1.0)
|
||
return true
|
||
TYPE_CLOTH:
|
||
var cloth := Color(0.50, 0.65, 0.85)
|
||
var pleat := Color(0.32, 0.42, 0.58)
|
||
target.draw_rect(Rect2(-5.0, -4.0, 10.0, 8.0), cloth)
|
||
target.draw_line(Vector2(-5.0, -1.5), Vector2(5.0, -1.5), pleat, 1.0)
|
||
target.draw_line(Vector2(-5.0, 1.5), Vector2(5.0, 1.5), pleat, 1.0)
|
||
target.draw_rect(Rect2(-5.0, -4.0, 10.0, 8.0), dark, false, 1.0)
|
||
return true
|
||
TYPE_MEDICINE:
|
||
var phial := Color(0.95, 0.95, 0.95)
|
||
var cross := Color(0.80, 0.15, 0.15)
|
||
target.draw_rect(Rect2(-4.0, -5.0, 8.0, 10.0), phial)
|
||
target.draw_rect(Rect2(-1.0, -3.0, 2.0, 6.0), cross)
|
||
target.draw_rect(Rect2(-3.0, -1.0, 6.0, 2.0), cross)
|
||
target.draw_rect(Rect2(-4.0, -5.0, 8.0, 10.0), dark, false, 1.0)
|
||
return true
|
||
TYPE_TOOL:
|
||
var handle := Color(0.50, 0.30, 0.12)
|
||
var head := Color(0.45, 0.45, 0.48)
|
||
target.draw_rect(Rect2(-1.0, -2.0, 2.0, 8.0), handle)
|
||
target.draw_rect(Rect2(-5.0, -5.0, 10.0, 4.0), head)
|
||
target.draw_rect(Rect2(-5.0, -5.0, 10.0, 4.0), dark, false, 1.0)
|
||
return true
|
||
TYPE_WEAPON:
|
||
var blade := Color(0.78, 0.80, 0.85)
|
||
var guard := Color(0.45, 0.30, 0.10)
|
||
var pts: PackedVector2Array = PackedVector2Array([Vector2(0.0, -6.0), Vector2(2.5, 1.0), Vector2(-2.5, 1.0)])
|
||
target.draw_colored_polygon(pts, blade)
|
||
target.draw_rect(Rect2(-4.0, 1.0, 8.0, 2.0), guard)
|
||
target.draw_rect(Rect2(-1.0, 3.0, 2.0, 3.0), guard)
|
||
return true
|
||
TYPE_ARMOR:
|
||
var steel := Color(0.65, 0.65, 0.70)
|
||
var visor := Color(0.20, 0.20, 0.25)
|
||
target.draw_circle(Vector2(0.0, 0.0), 5.5, steel)
|
||
target.draw_rect(Rect2(-1.0, -2.0, 2.0, 4.0), visor)
|
||
target.draw_rect(Rect2(-6.0, 4.0, 12.0, 2.0), steel)
|
||
target.draw_arc(Vector2(0.0, 0.0), 5.5, 0.0, TAU, 16, dark, 1.0)
|
||
return true
|
||
TYPE_STONE_BLOCK:
|
||
var stone := Color(0.62, 0.60, 0.58)
|
||
var stone_hi := Color(0.78, 0.76, 0.72)
|
||
target.draw_rect(Rect2(-6.0, -4.0, 12.0, 8.0), stone)
|
||
target.draw_rect(Rect2(-6.0, -4.0, 12.0, 2.0), stone_hi)
|
||
target.draw_line(Vector2(-6.0, 0.0), Vector2(6.0, 0.0), Color(0.42, 0.40, 0.38), 1.0)
|
||
target.draw_rect(Rect2(-6.0, -4.0, 12.0, 8.0), dark, false, 1.0)
|
||
return true
|
||
TYPE_COPPER_ORE:
|
||
var copper := Color(0.65, 0.35, 0.18)
|
||
var hi := Color(0.92, 0.55, 0.20)
|
||
target.draw_circle(Vector2(-2.0, 1.0), 3.5, copper)
|
||
target.draw_circle(Vector2(2.0, -1.0), 2.8, copper)
|
||
target.draw_circle(Vector2(-2.0, 1.0), 1.5, hi)
|
||
target.draw_circle(Vector2(2.0, -1.0), 1.0, hi)
|
||
return true
|
||
TYPE_SILVER:
|
||
var silver := Color(0.78, 0.80, 0.85)
|
||
var hi := Color(0.98, 0.98, 1.00)
|
||
target.draw_circle(Vector2(-2.0, 1.0), 3.5, silver)
|
||
target.draw_circle(Vector2(2.0, -1.0), 2.8, silver)
|
||
target.draw_circle(Vector2(-2.0, 0.5), 1.2, hi)
|
||
return true
|
||
TYPE_ASH:
|
||
var ash := Color(0.55, 0.55, 0.55)
|
||
var ash_hi := Color(0.78, 0.78, 0.78)
|
||
var pts: PackedVector2Array = PackedVector2Array([Vector2(-6.0, 4.0), Vector2(6.0, 4.0), Vector2(0.0, -2.0)])
|
||
target.draw_colored_polygon(pts, ash)
|
||
target.draw_line(Vector2(-3.0, 1.0), Vector2(3.0, 1.0), ash_hi, 1.0)
|
||
target.draw_line(Vector2(-1.0, -3.0), Vector2(0.0, -5.0), Color(0.85, 0.85, 0.85, 0.6), 1.0)
|
||
target.draw_line(Vector2(1.5, -3.0), Vector2(2.5, -5.0), Color(0.85, 0.85, 0.85, 0.6), 1.0)
|
||
return true
|
||
# Atlas-backed types — the on-floor visual is the bundle icon (Sprite2D
|
||
# child), but the carry indicator needs a simple shape since pawns can't
|
||
# draw an AtlasTexture inline. Shapes below approximate the atlas look.
|
||
TYPE_WOOD:
|
||
var wood := Color(0.55, 0.35, 0.18)
|
||
var wood_hi := Color(0.75, 0.50, 0.25)
|
||
target.draw_rect(Rect2(-6.0, -3.0, 12.0, 6.0), wood)
|
||
target.draw_line(Vector2(-6.0, -1.0), Vector2(6.0, -1.0), wood_hi, 1.0)
|
||
target.draw_line(Vector2(-6.0, 1.0), Vector2(6.0, 1.0), Color(0.40, 0.25, 0.10), 1.0)
|
||
target.draw_rect(Rect2(-6.0, -3.0, 12.0, 6.0), dark, false, 1.0)
|
||
return true
|
||
TYPE_PLANK:
|
||
var plank := Color(0.80, 0.60, 0.35)
|
||
var plank_grain := Color(0.55, 0.38, 0.20)
|
||
target.draw_rect(Rect2(-6.0, -3.0, 12.0, 6.0), plank)
|
||
target.draw_line(Vector2(-5.0, -1.0), Vector2(5.0, -1.0), plank_grain, 1.0)
|
||
target.draw_line(Vector2(-5.0, 1.0), Vector2(5.0, 1.0), plank_grain, 1.0)
|
||
target.draw_rect(Rect2(-6.0, -3.0, 12.0, 6.0), dark, false, 1.0)
|
||
return true
|
||
TYPE_STONE:
|
||
var stone := Color(0.60, 0.58, 0.55)
|
||
var stone_hi := Color(0.78, 0.76, 0.72)
|
||
target.draw_circle(Vector2(-1.5, 1.0), 4.0, stone)
|
||
target.draw_circle(Vector2(2.0, -0.5), 3.0, stone)
|
||
target.draw_circle(Vector2(-1.5, 1.0), 1.5, stone_hi)
|
||
return true
|
||
TYPE_IRON_ORE:
|
||
var ore := Color(0.42, 0.42, 0.50)
|
||
var ore_hi := Color(0.60, 0.62, 0.72)
|
||
target.draw_circle(Vector2(-1.5, 1.0), 4.0, ore)
|
||
target.draw_circle(Vector2(2.0, -0.5), 3.0, ore)
|
||
target.draw_circle(Vector2(2.0, -0.5), 1.2, ore_hi)
|
||
return true
|
||
TYPE_GOLD:
|
||
var gold := Color(0.92, 0.78, 0.20)
|
||
var gold_hi := Color(1.00, 0.95, 0.55)
|
||
target.draw_circle(Vector2(-1.5, 1.0), 4.0, gold)
|
||
target.draw_circle(Vector2(2.0, -0.5), 3.0, gold)
|
||
target.draw_circle(Vector2(-1.5, 0.5), 1.5, gold_hi)
|
||
return true
|
||
_:
|
||
return false
|
||
|
||
|
||
func _draw() -> void:
|
||
# Three render paths:
|
||
# 1. Atlas sprite (_ITEM_SPRITES): a Sprite2D child paints the icon;
|
||
# _draw() adds quality border + stack badge on top.
|
||
# 2. Procedural shape (_draw_item_shape returns true): bread/grain/
|
||
# vegetable/meal/flour/meat/cloth/medicine/etc. get a recognisable
|
||
# silhouette in their category colour.
|
||
# 3. Unknown fallback: hue-hashed coloured square. Should be unreachable
|
||
# once every ALL_TYPES entry is handled above — kept for safety.
|
||
var has_sprite: bool = _ITEM_SPRITES.has(item_type)
|
||
var half: int = 6 if not has_sprite else 8 # border hugs the 16×16 sprite
|
||
var square := Rect2(Vector2(-half, -half), Vector2(half * 2, half * 2))
|
||
|
||
if not has_sprite:
|
||
if not Item.draw_item_shape(self, item_type, subtype):
|
||
var hue := float(item_type.hash() % 360) / 360.0
|
||
var fill := Color.from_hsv(hue, 0.6, 0.85)
|
||
draw_rect(square, fill)
|
||
draw_rect(square, Color(0.0, 0.0, 0.0, 0.75), false, 1.0)
|
||
|
||
# Quality border — drawn over the dark outline (or sprite), colour per quality tier.
|
||
# NORMAL has no extra border.
|
||
match quality:
|
||
Quality.SHODDY:
|
||
draw_rect(square, Color(0.40, 0.40, 0.40), false, 1.0)
|
||
Quality.EXCELLENT:
|
||
draw_rect(square, Color(0.20, 0.55, 0.95), false, 1.0)
|
||
Quality.MASTERWORK:
|
||
draw_rect(square, Color(0.85, 0.55, 0.10), false, 1.0)
|
||
Quality.LEGENDARY:
|
||
draw_rect(square, Color(0.85, 0.10, 0.80), false, 2.0)
|
||
_:
|
||
pass # NORMAL — no extra border
|
||
|
||
# Stack count badge — bottom-right corner of the square, font_size 7.
|
||
if stack_size > 1:
|
||
var label := Strings.t(&"item.stack_count").format({"n": stack_size})
|
||
draw_string(
|
||
ThemeDB.fallback_font,
|
||
Vector2(half - 1, half - 1),
|
||
label,
|
||
HORIZONTAL_ALIGNMENT_RIGHT,
|
||
-1,
|
||
7,
|
||
Color(0.0, 0.0, 0.0, 0.6) # drop-shadow offset below
|
||
)
|
||
draw_string(
|
||
ThemeDB.fallback_font,
|
||
Vector2(half - 2, half - 2),
|
||
label,
|
||
HORIZONTAL_ALIGNMENT_RIGHT,
|
||
-1,
|
||
7,
|
||
Color(1.0, 1.0, 1.0, 1.0)
|
||
)
|
||
|
||
|
||
# ── helpers ───────────────────────────────────────────────────────────────────
|
||
|
||
func _tile_to_world(t: Vector2i) -> Vector2:
|
||
return Vector2(
|
||
t.x * TILE_SIZE_PX + TILE_SIZE_PX / 2.0,
|
||
t.y * TILE_SIZE_PX + TILE_SIZE_PX / 2.0
|
||
)
|