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>
274 lines
9.9 KiB
GDScript
274 lines
9.9 KiB
GDScript
class_name Wolf extends Node2D
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## Wolf entity — hostile animal with a 4-state AI state machine.
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##
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## State machine (docs/architecture.md "Wolf AI"):
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## APPROACH → walk toward nearest non-downed pawn within sight radius.
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## ENGAGE → attack adjacent pawn; 70% hit chance; 50% chance to apply Bleeding.
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## FLEE → Phase 10 simplification: wolves never flee (fight to the death).
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## Phase 17 may add flee-when-low-hp behaviour.
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## DEAD → HP reached 0; renders an X marker.
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##
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## Combat tunables are Phase 10 placeholders; Phase 20 will tune them against
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## real pawn stats. Hit math matches docs/architecture.md "Hit / damage resolution"
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## (simplified — no weapon/armor/cover modifiers until Phase 17).
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##
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## Registration follows the same pattern as Tree and Rock: _ready() calls
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## World.register_wolf(), _exit_tree() calls World.unregister_wolf().
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## Pawns are referenced by duck typing only (no `Pawn` class_name) so the
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## autoload-ordering window from Phase 2/3 cannot bite here.
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const TILE_SIZE_PX: int = 16
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## Wolves move slightly faster than pawns (pawn STEP_TICKS = 10).
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const STEP_TICKS: int = 8
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# ── combat tunables (Phase 10 placeholders; tune Phase 20) ──────────────────
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const ATTACK_DAMAGE: float = 12.0
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## 1.5 in-game seconds between attacks at 1× (30 ticks × 50 ms).
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const ATTACK_COOLDOWN_TICKS: int = 30
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## How many tiles away a wolf can "see" a pawn.
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const SIGHT_RADIUS: int = 12
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const HP_MAX: float = 40.0
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## Probability (0–1) that a successful hit also inflicts Bleeding status.
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const BLEEDING_CHANCE: float = 0.5
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# ── state machine ────────────────────────────────────────────────────────────
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enum State { APPROACH, ENGAGE, FLEE, DEAD }
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@export var tile: Vector2i = Vector2i.ZERO
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var state: State = State.APPROACH
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var hp: float = HP_MAX
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## Current pawn target; duck-typed (exposes .tile, .pawn_name, .is_downed(), .take_damage(), .add_status()).
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var target_pawn = null
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var _path: Array[Vector2i] = []
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var _step_progress: float = 0.0
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var _attack_cooldown: int = 0
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## Transient: set by from_dict() to the saved target'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 target_pawn, then clears this field.
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## If the named pawn no longer exists the field stays "" and target_pawn stays
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## null — the AI will pick a new target on the next sim tick.
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var _pending_target_name: String = ""
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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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World.register_wolf(self)
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EventBus.sim_tick.connect(_on_sim_tick)
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queue_redraw()
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func _exit_tree() -> void:
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World.unregister_wolf(self)
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## One-shot initialiser. Call after add_child() so _ready() has already fired.
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func setup(p_tile: Vector2i) -> void:
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tile = p_tile
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position = _tile_to_world(tile)
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queue_redraw()
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Audit.log("wolf", "spawned at %s" % tile)
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func take_damage(amount: float) -> void:
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hp = maxf(0.0, hp - amount)
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if hp <= 0.0 and state != State.DEAD:
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state = State.DEAD
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Audit.log("wolf", "wolf at %s killed" % tile)
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queue_redraw()
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func is_dead() -> bool:
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return state == State.DEAD
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# ── state machine tick ──────────────────────────────────────────────────────
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func _on_sim_tick(_n: int) -> void:
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if state == State.DEAD:
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return
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if _attack_cooldown > 0:
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_attack_cooldown -= 1
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match state:
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State.APPROACH: _tick_approach()
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State.ENGAGE: _tick_engage()
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State.FLEE: _tick_flee()
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func _tick_approach() -> void:
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# Find nearest non-downed pawn within sight radius.
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if target_pawn == null or target_pawn.is_downed():
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target_pawn = _find_target()
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if target_pawn == null:
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return # No eligible target; wolf stands still.
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# (Re-)plan path whenever we acquire a new target.
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if World.pathfinder != null:
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_path = World.pathfinder.find_path(tile, target_pawn.tile)
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_advance_walk()
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# Switch to ENGAGE when adjacent to the target.
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if target_pawn != null and _manhattan(tile, target_pawn.tile) <= 1:
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state = State.ENGAGE
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func _tick_engage() -> void:
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# Re-acquire if current target was downed or lost.
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if target_pawn == null or target_pawn.is_downed():
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target_pawn = _find_target()
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if target_pawn == null:
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return
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state = State.APPROACH
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return
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# Move toward target if it has drifted more than 1 tile away.
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if _manhattan(tile, target_pawn.tile) > 1:
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state = State.APPROACH
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return
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# Attack if off cooldown.
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if _attack_cooldown == 0:
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_attack(target_pawn)
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_attack_cooldown = ATTACK_COOLDOWN_TICKS
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func _tick_flee() -> void:
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# Phase 10 simplification: wolves fight to the death — FLEE is a no-op.
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# Phase 17 may add flee-when-low-hp via: if hp < HP_MAX * 0.30 → flee logic.
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pass
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func _attack(target) -> void:
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# Simple two-outcome hit roll (70% base hit chance per docs/architecture.md
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# "Hit / damage resolution"). Phase 17 will add weapon/armor/cover modifiers.
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var hit_roll := randf()
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if hit_roll < 0.7:
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target.take_damage(ATTACK_DAMAGE, "wolf")
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Audit.log("wolf", "wolf hit %s for %.1f" % [target.pawn_name, ATTACK_DAMAGE])
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# 50% chance to inflict Bleeding status (design.md "Combat" + Phase 9 StatusCatalog).
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if randf() < BLEEDING_CHANCE:
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target.add_status(StatusCatalog.bleeding(1))
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Audit.log("wolf", "wolf applied Bleeding to %s" % target.pawn_name)
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else:
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Audit.log("wolf", "wolf missed %s" % target.pawn_name)
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func _find_target():
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## Returns the nearest non-downed pawn within SIGHT_RADIUS tiles (Manhattan),
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## or null if none exists. Duck-typed — no Pawn class_name dependency.
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var best = null
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var best_dist: int = SIGHT_RADIUS + 1 # exclusive upper bound
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for p in World.pawns:
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if p.is_downed():
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continue
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var d := _manhattan(tile, p.tile)
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if d > SIGHT_RADIUS:
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continue
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if d < best_dist:
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best_dist = d
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best = p
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return best
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func _advance_walk() -> void:
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if _path.is_empty():
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return
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_step_progress += 1.0 / float(STEP_TICKS)
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if _step_progress >= 1.0:
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tile = _path[0]
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_path.remove_at(0)
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_step_progress = 0.0
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# ── save / load ──────────────────────────────────────────────────────────────
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func to_dict() -> Dictionary:
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# target_pawn is stored as a name string so the loader can re-resolve it
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# against World.pawns without a live Node reference.
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var target_name: String = ""
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if target_pawn != null and target_pawn.get("pawn_name") != null:
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target_name = str(target_pawn.pawn_name)
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var path_data: Array = []
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for v in _path:
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path_data.append([v.x, v.y])
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return {
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"class_id": &"wolf",
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"tile_x": tile.x,
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"tile_y": tile.y,
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"hp": hp,
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"state": int(state),
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"step_progress": _step_progress,
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"attack_cooldown": _attack_cooldown,
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"target_pawn_name": target_name,
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"path": path_data,
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}
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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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hp = clampf(float(d.get("hp", HP_MAX)), 0.0, HP_MAX)
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state = int(d.get("state", State.APPROACH)) as State
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_step_progress = float(d.get("step_progress", 0.0))
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_attack_cooldown = int(d.get("attack_cooldown", 0))
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# target_pawn is re-wired by SaveSystem._post_load_resolve_references() after
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# all pawns are spawned. Store the name for that pass; if the pawn no longer
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# exists target_pawn stays null and the AI picks a new target next tick.
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target_pawn = null
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_pending_target_name = str(d.get("target_pawn_name", ""))
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_path.clear()
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for entry in d.get("path", []):
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if entry is Array and entry.size() == 2:
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_path.append(Vector2i(int(entry[0]), int(entry[1])))
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position = _tile_to_world(tile)
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queue_redraw()
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# ── render ──────────────────────────────────────────────────────────────────
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func _process(_delta: float) -> void:
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if state == State.DEAD:
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return
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# Lerp render position between current tile and next tile in the path.
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var from_w := _tile_to_world(tile)
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var to_t := _path[0] if not _path.is_empty() else tile
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var to_w := _tile_to_world(to_t)
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position = from_w.lerp(to_w, _step_progress)
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func _draw() -> void:
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if state == State.DEAD:
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# X marker — dark red crosshatch so the corpse is visible but subdued.
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var x_color := Color(0.30, 0.10, 0.10, 0.8)
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draw_line(Vector2(-6, -6), Vector2(6, 6), x_color, 2.0)
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draw_line(Vector2(6, -6), Vector2(-6, 6), x_color, 2.0)
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return
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# Dark-brown canine body (12×6 rect) plus a slightly lighter snout pellet.
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var body_col := Color(0.25, 0.22, 0.20, 1.0)
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var snout_col := Color(0.18, 0.15, 0.13, 1.0)
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# Body — horizontally elongated, centered slightly left of tile center.
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draw_rect(Rect2(Vector2(-7.0, -2.0), Vector2(12.0, 6.0)), body_col)
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# Snout — small block protruding to the right.
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draw_rect(Rect2(Vector2(4.0, -3.0), Vector2(5.0, 4.0)), snout_col)
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# Eye glow — single red dot; signals hostility at a glance.
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draw_circle(Vector2(6.0, -1.5), 0.7, Color(0.95, 0.30, 0.20, 0.95))
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# Legs — 4 short downward marks below the body.
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for x_off in [-5.0, -1.0, 2.0, 5.0]:
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draw_rect(Rect2(Vector2(x_off, 4.0), Vector2(1.5, 3.0)), body_col)
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# ── helpers ─────────────────────────────────────────────────────────────────
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func _tile_to_world(t: Vector2i) -> Vector2:
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return Vector2(
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t.x * TILE_SIZE_PX + TILE_SIZE_PX / 2.0,
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t.y * TILE_SIZE_PX + TILE_SIZE_PX / 2.0
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)
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func _manhattan(a: Vector2i, b: Vector2i) -> int:
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return abs(a.x - b.x) + abs(a.y - b.y)
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