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>
593 lines
26 KiB
GDScript
593 lines
26 KiB
GDScript
class_name Workbench extends Node2D
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## Workbench entity — buildable structure where pawns craft items per bills.
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##
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## Rendered procedurally (Y-sorted) matching the 3/4-perspective convention
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## from Wall/Door. Ghost state (40% alpha) while construction is in progress;
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## solid once _completed.
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##
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## Variant appearance is driven by label_text:
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## "Carpenter" → wooden workbench with saw + log slabs on top
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## "Smelter" → dark stone furnace with chimney and ember glow
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## "Hearth" → tall stone fireplace with mantle + log fire (h=2 tiles)
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## "Millstone" → wooden frame supporting a round grindstone wheel
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## Other → generic warm-grey fallback
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##
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## Bill model (architecture.md "Production: workbenches, recipes, bills"):
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## bills[] — ordered queue of Bill objects (untyped; Bill class
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## is authored by a sibling agent and may not be
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## registered when this file compiles).
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## current_bill — the Bill actively being worked; null when idle.
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## current_work_progress — tick counter within the current craft cycle.
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## JobRunner._tick_craft increments this each sim tick.
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## Workbench resets it to 0 on cycle completion or
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## when the pawn leaves mid-craft.
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##
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## Save/load: to_dict / from_dict capture all persistent fields, including
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## each bill via bill.to_dict(). Mirrors the Crate save pattern.
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##
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## World registration: World.register_workbench / World.unregister_workbench
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## are called from _ready / _exit_tree.
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const TILE_SIZE_PX: int = 16
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## Sim ticks to build a workbench (90 ticks ≈ 4.5 sim seconds at 1×).
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const BUILD_TICKS: int = 90
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# ── Phase 11: light-source support ───────────────────────────────────────────
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## Workbenches whose label_text is in this list emit light when completed.
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## Currently only the Hearth (open-fire cooking) qualifies.
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const LIGHT_EMITTING_LABELS: Array[String] = ["Hearth"]
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## Sim-side Manhattan-distance light radius for the Hearth (tiles). Max 8.
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const HEARTH_LIGHT_RADIUS: int = 5
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## Pixel size of the procedural radial gradient used for PointLight2D.
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const LIGHT_TEXTURE_SIZE: int = 64
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# ── variant rendering ─────────────────────────────────────────────────────────
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## All four named workbench variants render procedurally via _draw(). The
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## atlas-sprite approach was abandoned in the 2026-05-15 polish pass after
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## visual review: the chosen ElvGames atlas tiles read as a chest-of-drawers
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## (Carpenter), a tiny candle base (Smelter), a 2-burner stove (Hearth), and
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## a stack of cushions (Millstone). Procedural draws give us shape control to
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## hit the silhouettes those names imply. See CremationPyre._draw_pyre() for
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## precedent — same pattern, local coords centered at (0, 0) at the BOTTOM of
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## the workbench tile, drawing UP into negative y.
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##
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## Tall variants (Hearth, h=2 logically) draw above y=-16 into the tile north
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## of the bench; pawns stand correctly behind them because y_sort_enabled is
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## on and position.y is anchored at the bench-tile's bottom edge.
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# ── exports ───────────────────────────────────────────────────────────────────
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## Tile position of this workbench in world-tile coordinates.
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@export var tile: Vector2i = Vector2i.ZERO
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## Player-visible label. Also drives the procedural _draw() variant dispatch.
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## Setter triggers a redraw + lazy light build — callers can assign label_text
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## either before OR after setup() and the visual catches up.
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## (World.gd assigns it after setup(); SaveSystem._spawn_workbench too.)
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@export var label_text: String = "Workbench":
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set(value):
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label_text = value
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if is_inside_tree():
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queue_redraw()
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# Hearth-light catch-up: _ready() builds the PointLight2D only when
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# label_text is already "Hearth", but the project's call pattern
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# (add_child first, then set label_text) means _ready always saw the
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# default "Workbench" and skipped the light. Build it lazily here
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# so Hearth workbenches actually glow. Pre-existing bug since Phase 11.
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_maybe_build_light()
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## Build the PointLight2D for light-emitting workbenches if it doesn't exist
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## yet. Idempotent — safe to call from both _ready() and the label_text setter.
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## Enabled state is decided by is_on() (false until _complete fires).
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func _maybe_build_light() -> void:
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if _light != null:
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return
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if not label_text in LIGHT_EMITTING_LABELS:
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return
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_light = _build_point_light_2d()
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add_child(_light)
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_light.enabled = is_on()
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## Which skill category this bench accepts.
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## CraftingProvider filters by this before assigning a pawn.
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@export var accepted_skill: StringName = &"crafting"
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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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## Ordered queue of Bill objects. Untyped so this file compiles before the
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## Bill class is registered by the sibling agent. CraftingProvider reads this.
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var bills: Array = []
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## The Bill being actively worked right now. null when idle.
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## Set by JobRunner when it begins a craft toil; cleared on completion or
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## when the pawn walks away (job cancelled / interrupted).
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var current_bill = null
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## Sim-tick progress within the current craft cycle. Incremented by
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## JobRunner._tick_craft once per sim tick. Reset to 0:
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## - when a craft completes (on_craft_complete)
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## - when no pawn is actively crafting (JobRunner cancel / pawn interruption)
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## JobRunner reads this to decide whether the recipe's work_ticks are done.
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var current_work_progress: int = 0
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## PointLight2D child for workbenches that emit light (Hearth). null for all
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## others. Built in _ready() when label_text is in LIGHT_EMITTING_LABELS;
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## enabled only after _complete() fires.
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var _light: PointLight2D = null
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## Per-recipe input buffer for multi-ingredient crafts (two-trip strategy).
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## Keyed by StringName item_type → int count already deposited.
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## Populated by _tick_deposit_at_wb; consumed and cleared when the craft
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## completes or is interrupted. Not stocked by single-ingredient recipes.
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var deposited_inputs: Dictionary = {}
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# ── lifecycle ─────────────────────────────────────────────────────────────────
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func _ready() -> void:
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# Position is bottom-anchored 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_workbench(self)
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World.register_build_site(self)
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# Phase 11: light-emitting workbenches register with the light-source registry.
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# All workbenches register; non-emitters return false from is_on() so
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# World.is_tile_lit() skips them at zero cost.
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World.register_light_source(self)
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# Builds the PointLight2D for light-emitting workbenches. Usually a no-op
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# here because the standard call pattern is add_child → setup → set label
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# AFTER _ready, so label_text is still the default. The label_text setter
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# calls _maybe_build_light() again when the real label lands — that's the
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# one that actually wires the light. Idempotent.
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_maybe_build_light()
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queue_redraw()
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func _exit_tree() -> void:
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World.unregister_workbench(self)
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World.unregister_light_source(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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## Idempotent (safe under save-load's instantiate → setup → from_dict → setup chain).
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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 tall variants (Hearth) drawing into the tile north of the bench
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# occlude pawns standing behind. Matches Bed / Wall.
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y_sort_enabled = true
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queue_redraw()
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# ── BuildJob interface ────────────────────────────────────────────────────────
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## True while the workbench 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.
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## Advances build_progress; completes the workbench 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 workbench has been fully built.
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func is_completed() -> bool:
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return _completed
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# ── Bills ─────────────────────────────────────────────────────────────────────
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## Append a bill to the queue.
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func add_bill(b) -> void:
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bills.append(b)
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Audit.log("workbench", "%s: bill added — recipe '%s'" % [label_text, b.recipe.id])
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## Remove a bill from this workbench's queue. If the bill is currently being
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## crafted, the active toil is interrupted cleanly so the pawn re-decides.
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func remove_bill(b) -> void:
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if current_bill == b:
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on_craft_interrupted()
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bills.erase(b)
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Audit.log("workbench", "%s: bill removed — recipe '%s'" % [label_text, b.recipe.id])
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## Return the first bill that is active and whose required_skill matches
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## this bench's accepted_skill. Returns null when none qualify.
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## CraftingProvider calls this; JobRunner also calls it when the current_bill
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## becomes inactive (UNTIL_N threshold reached, paused, etc.).
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func find_active_bill():
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for b in bills:
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if not b.is_active():
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continue
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if b.recipe.required_skill != accepted_skill:
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continue
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return b
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return null
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# ── Craft-cycle hooks (called by JobRunner) ───────────────────────────────────
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## JobRunner calls this when it starts working a bill on this bench.
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## Stores the active bill and resets the tick counter.
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func begin_craft(b) -> void:
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current_bill = b
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current_work_progress = 0
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## JobRunner calls this once per sim tick while a pawn is actively crafting.
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## Returns true when the recipe's work_ticks have been reached (craft done).
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func tick_craft() -> bool:
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if current_bill == null:
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return false
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current_work_progress += 1
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return current_work_progress >= current_bill.recipe.work_ticks
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## JobRunner calls this on craft completion before spawning the output item.
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## Records the completion on the bill, resets state.
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func on_craft_complete() -> void:
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if current_bill != null:
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current_bill.record_completion()
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current_bill = null
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current_work_progress = 0
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## JobRunner calls this when the craft is interrupted (pawn leaves, cancel, etc.).
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## Resets in-progress state so another pawn can start fresh.
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func on_craft_interrupted() -> void:
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current_bill = null
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current_work_progress = 0
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deposited_inputs.clear()
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## Called by _tick_deposit_at_wb to stash ingredient1 into the per-recipe buffer.
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## Accumulates count; the same item type may be deposited in multiple trips if
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## ingredient1_count > 1 (Phase 14: always 1 for corpse, but flexible for future).
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func add_deposited_input(item_type: StringName, count: int) -> void:
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deposited_inputs[item_type] = deposited_inputs.get(item_type, 0) + count
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## Returns true if the deposited_inputs buffer holds at least `count` of `item_type`.
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func has_deposited_input(item_type: StringName, count: int) -> bool:
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return deposited_inputs.get(item_type, 0) >= count
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## Consume (remove) exactly `count` of `item_type` from deposited_inputs.
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## Clamps to zero; does nothing if not present.
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func consume_deposited_input(item_type: StringName, count: int) -> void:
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var held: int = deposited_inputs.get(item_type, 0)
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var remaining: int = held - count
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if remaining <= 0:
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deposited_inputs.erase(item_type)
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else:
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deposited_inputs[item_type] = remaining
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# ── Phase 11: light-source duck-type interface ────────────────────────────────
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## Shared by Torch. World.is_tile_lit() and the "in darkness" thought call these.
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## True when this workbench emits light and has finished construction.
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## Non-emitting workbenches (Carpenter, Smelter, Millstone) always return false.
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func is_on() -> bool:
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return _completed and label_text in LIGHT_EMITTING_LABELS
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## The tile this light source occupies (for Manhattan-distance calculation).
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func get_light_tile() -> Vector2i:
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return tile
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## The sim-side Manhattan-distance radius of this light source.
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## Returns 0 for non-emitting workbenches; World.is_tile_lit() still calls this
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## but d <= 0 is never true for a non-adjacent tile so it's a no-op in practice.
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func get_light_radius() -> int:
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if label_text in LIGHT_EMITTING_LABELS:
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return HEARTH_LIGHT_RADIUS
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return 0
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# ── save / load ───────────────────────────────────────────────────────────────
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## Serialise workbench state for World save (wired in Phase 16).
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func to_dict() -> Dictionary:
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var bills_data: Array = []
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for b in bills:
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bills_data.append(b.to_dict())
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# Serialise deposited_inputs: StringName keys → int values.
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# Store as Array of [String, int] pairs for JSON safety.
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var deposited_array: Array = []
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for k in deposited_inputs:
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deposited_array.append([String(k), deposited_inputs[k]])
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return {
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"class_id": &"workbench",
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"tile_x": tile.x,
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"tile_y": tile.y,
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"label_text": label_text,
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"accepted_skill": String(accepted_skill),
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"build_progress": build_progress,
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"completed": _completed,
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"current_work_progress": current_work_progress,
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"bills": bills_data,
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"deposited_inputs": deposited_array,
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}
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## Restore from a dict produced by to_dict().
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## Bills are reconstructed here using Bill.from_dict(). current_bill is left
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## null — JobRunner reconnects from its own saved state on the next sim tick.
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const _BILL_SCRIPT: Script = preload("res://scenes/ai/bill.gd")
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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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label_text = str(d.get("label_text", "Workbench"))
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accepted_skill = StringName(d.get("accepted_skill", "crafting"))
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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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current_work_progress = int(d.get("current_work_progress", 0))
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# Reconstruct bills from the saved array. Clear first so this is idempotent.
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bills.clear()
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for bill_dict in d.get("bills", []):
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if bill_dict is Dictionary:
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var b: Bill = _BILL_SCRIPT.from_dict(bill_dict)
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if b != null:
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bills.append(b)
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# Restore deposited_inputs from the [String, int] pair array.
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deposited_inputs.clear()
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for pair in d.get("deposited_inputs", []):
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if pair is Array and pair.size() == 2:
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deposited_inputs[StringName(str(pair[0]))] = int(pair[1])
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setup(tile)
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# ── render ─────────────────────────────────────────────────────────────────────
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func _draw() -> void:
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var alpha: float = 1.0 if _completed else 0.4
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match label_text:
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"Carpenter": _draw_carpenter(alpha)
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"Smelter": _draw_smelter(alpha)
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"Hearth": _draw_hearth(alpha)
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"Millstone": _draw_millstone(alpha)
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_: _draw_generic(alpha)
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## Carpenter — wooden plank top with two visible legs and a hand-saw + log
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## slabs on top. Reads as a workshop bench at 16×16 thanks to the saw blade
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## silhouette breaking the plain top.
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func _draw_carpenter(alpha: float) -> void:
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var plank_top := Color(0.70, 0.50, 0.30, alpha)
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var plank_front := Color(0.55, 0.38, 0.22, alpha)
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var plank_edge := Color(0.35, 0.22, 0.12, alpha)
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var leg := Color(0.30, 0.20, 0.10, alpha)
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var saw_blade := Color(0.78, 0.78, 0.82, alpha)
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var saw_handle := Color(0.55, 0.30, 0.15, alpha)
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var log_face := Color(0.62, 0.42, 0.24, alpha)
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var log_ring := Color(0.42, 0.27, 0.14, alpha)
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var outline := Color(0.15, 0.10, 0.05, 0.7 * alpha)
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# Two legs at the corners (front face).
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draw_rect(Rect2(Vector2(-7.0, -10.0), Vector2(2.0, 10.0)), leg)
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draw_rect(Rect2(Vector2( 5.0, -10.0), Vector2(2.0, 10.0)), leg)
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# Plank front face — thick band.
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draw_rect(Rect2(Vector2(-8.0, -12.0), Vector2(16.0, 5.0)), plank_front)
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# Plank top — slimmer band above the front, suggesting depth.
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draw_rect(Rect2(Vector2(-8.0, -15.0), Vector2(16.0, 3.0)), plank_top)
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# Edge highlight between top and front.
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draw_line(Vector2(-8.0, -12.0), Vector2(8.0, -12.0), plank_edge, 1.0)
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# Two short log slabs sitting on the left side of the top.
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draw_rect(Rect2(Vector2(-6.0, -17.0), Vector2(3.0, 2.0)), log_face)
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draw_rect(Rect2(Vector2(-3.0, -17.0), Vector2(3.0, 2.0)), log_face)
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draw_line(Vector2(-4.5, -17.0), Vector2(-4.5, -15.0), log_ring, 1.0)
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# Saw on the right — handle + blade silhouette.
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draw_rect(Rect2(Vector2(1.0, -16.0), Vector2(6.0, 1.5)), saw_blade)
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draw_rect(Rect2(Vector2(5.5, -17.0), Vector2(2.0, 2.0)), saw_handle)
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# Outline.
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draw_rect(Rect2(Vector2(-8.0, -16.0), Vector2(16.0, 16.0)), outline, false, 1.0)
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## Smelter — stone furnace block with a stubby chimney puffing smoke and a
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## bright ember-glow opening on the front face. Stone-grey base separates it
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## visually from the Carpenter's warm wood.
|
||
func _draw_smelter(alpha: float) -> void:
|
||
var stone_top := Color(0.55, 0.55, 0.55, alpha)
|
||
var stone_front := Color(0.42, 0.42, 0.43, alpha)
|
||
var stone_shad := Color(0.30, 0.30, 0.32, alpha)
|
||
var ember := Color(0.98, 0.55, 0.10, alpha)
|
||
var ember_core := Color(1.00, 0.85, 0.30, alpha)
|
||
var chimney := Color(0.32, 0.30, 0.30, alpha)
|
||
var smoke := Color(0.75, 0.73, 0.70, alpha * 0.7)
|
||
var outline := Color(0.15, 0.12, 0.10, 0.7 * alpha)
|
||
|
||
# Stone front body.
|
||
draw_rect(Rect2(Vector2(-8.0, -12.0), Vector2(16.0, 12.0)), stone_front)
|
||
# Top face — slightly lighter band.
|
||
draw_rect(Rect2(Vector2(-8.0, -15.0), Vector2(16.0, 3.0)), stone_top)
|
||
# Furnace mouth — dark recess with bright ember inside.
|
||
draw_rect(Rect2(Vector2(-4.0, -9.0), Vector2(8.0, 5.0)), stone_shad)
|
||
draw_rect(Rect2(Vector2(-3.0, -8.0), Vector2(6.0, 3.0)), ember)
|
||
draw_rect(Rect2(Vector2(-2.0, -7.0), Vector2(4.0, 1.0)), ember_core)
|
||
# Mortar lines across the front for stone-block feel.
|
||
draw_line(Vector2(-8.0, -8.0), Vector2(-4.0, -8.0), stone_shad, 1.0)
|
||
draw_line(Vector2( 4.0, -8.0), Vector2( 8.0, -8.0), stone_shad, 1.0)
|
||
# Chimney + smoke wisps rising above.
|
||
draw_rect(Rect2(Vector2(2.0, -19.0), Vector2(3.0, 4.0)), chimney)
|
||
draw_rect(Rect2(Vector2(3.0, -22.0), Vector2(1.0, 3.0)), smoke)
|
||
draw_rect(Rect2(Vector2(2.0, -24.0), Vector2(1.0, 2.0)), smoke)
|
||
# Outline.
|
||
draw_rect(Rect2(Vector2(-8.0, -16.0), Vector2(16.0, 16.0)), outline, false, 1.0)
|
||
|
||
|
||
## Hearth — tall (h=2) stone fireplace with mantle, arched opening, log fire
|
||
## with embers, and a flame licking up. Draws above y=-16 into the tile north
|
||
## of the bench (y_sort handles occlusion). Light-emitting via _maybe_build_light.
|
||
func _draw_hearth(alpha: float) -> void:
|
||
var stone := Color(0.60, 0.58, 0.55, alpha)
|
||
var stone_dark := Color(0.42, 0.40, 0.38, alpha)
|
||
var mantle := Color(0.50, 0.34, 0.20, alpha)
|
||
var mantle_edge := Color(0.32, 0.20, 0.10, alpha)
|
||
var opening := Color(0.08, 0.04, 0.02, alpha)
|
||
var log_wood := Color(0.55, 0.32, 0.15, alpha)
|
||
var ember := Color(0.98, 0.55, 0.10, alpha)
|
||
var flame_inner := Color(1.00, 0.85, 0.30, alpha)
|
||
var flame_outer := Color(0.95, 0.40, 0.05, alpha)
|
||
var outline := Color(0.15, 0.10, 0.05, 0.7 * alpha)
|
||
|
||
# Stone surround — fills the bench tile (y −16..0) and the tile above
|
||
# (y −32..-16) so the fireplace is a 16×32 silhouette.
|
||
draw_rect(Rect2(Vector2(-8.0, -32.0), Vector2(16.0, 32.0)), stone)
|
||
# Stone block mortar — a couple of horizontal seams.
|
||
draw_line(Vector2(-8.0, -22.0), Vector2(8.0, -22.0), stone_dark, 1.0)
|
||
draw_line(Vector2(-8.0, -28.0), Vector2(8.0, -28.0), stone_dark, 1.0)
|
||
draw_line(Vector2(-2.0, -32.0), Vector2(-2.0, -28.0), stone_dark, 1.0)
|
||
draw_line(Vector2( 3.0, -28.0), Vector2( 3.0, -22.0), stone_dark, 1.0)
|
||
# Wooden mantle — horizontal beam across the middle.
|
||
draw_rect(Rect2(Vector2(-8.0, -19.0), Vector2(16.0, 3.0)), mantle)
|
||
draw_line(Vector2(-8.0, -19.0), Vector2(8.0, -19.0), mantle_edge, 1.0)
|
||
draw_line(Vector2(-8.0, -16.0), Vector2(8.0, -16.0), mantle_edge, 1.0)
|
||
# Arched opening — dark recess in the lower stone block.
|
||
draw_rect(Rect2(Vector2(-6.0, -14.0), Vector2(12.0, 14.0)), opening)
|
||
# Two stacked logs sitting in the opening.
|
||
draw_rect(Rect2(Vector2(-5.0, -4.0), Vector2(10.0, 2.0)), log_wood)
|
||
draw_rect(Rect2(Vector2(-4.0, -6.0), Vector2(8.0, 2.0)), log_wood)
|
||
# Ember strip glowing under the logs.
|
||
draw_rect(Rect2(Vector2(-4.0, -2.0), Vector2(8.0, 2.0)), ember)
|
||
# Flame — tapered teardrop above the logs.
|
||
draw_rect(Rect2(Vector2(-3.0, -10.0), Vector2(6.0, 4.0)), flame_outer)
|
||
draw_rect(Rect2(Vector2(-2.0, -12.0), Vector2(4.0, 2.0)), flame_outer)
|
||
draw_rect(Rect2(Vector2(-1.0, -13.0), Vector2(2.0, 1.0)), flame_outer)
|
||
draw_rect(Rect2(Vector2(-2.0, -9.0), Vector2(4.0, 2.0)), flame_inner)
|
||
draw_rect(Rect2(Vector2(-1.0, -11.0), Vector2(2.0, 2.0)), flame_inner)
|
||
# Outline around the full 16×32 silhouette.
|
||
draw_rect(Rect2(Vector2(-8.0, -32.0), Vector2(16.0, 32.0)), outline, false, 1.0)
|
||
|
||
|
||
## Millstone — wooden frame supporting a large round grindstone, viewed
|
||
## 3/4-perspective so the wheel reads as both round (top) and solid (front).
|
||
func _draw_millstone(alpha: float) -> void:
|
||
var frame_top := Color(0.55, 0.36, 0.18, alpha)
|
||
var frame_front := Color(0.42, 0.26, 0.12, alpha)
|
||
var frame_edge := Color(0.25, 0.14, 0.06, alpha)
|
||
var wheel := Color(0.55, 0.53, 0.50, alpha)
|
||
var wheel_dark := Color(0.34, 0.32, 0.30, alpha)
|
||
var wheel_rim := Color(0.18, 0.16, 0.14, alpha)
|
||
var groove := Color(0.28, 0.26, 0.24, alpha)
|
||
var pin := Color(0.20, 0.18, 0.16, alpha)
|
||
var outline := Color(0.15, 0.10, 0.05, 0.7 * alpha)
|
||
|
||
# Wooden frame base — front + top faces.
|
||
draw_rect(Rect2(Vector2(-8.0, -7.0), Vector2(16.0, 7.0)), frame_front)
|
||
draw_rect(Rect2(Vector2(-8.0, -10.0), Vector2(16.0, 3.0)), frame_top)
|
||
draw_line(Vector2(-8.0, -7.0), Vector2(8.0, -7.0), frame_edge, 1.0)
|
||
# Grindstone — large dark-grey disc, rim slightly darker. Centred over
|
||
# the top of the frame, sticking up into the tile above only slightly.
|
||
var c := Vector2(0.0, -12.0)
|
||
draw_circle(c, 7.0, wheel_rim)
|
||
draw_circle(c, 6.0, wheel)
|
||
# Front-face shadow band across the lower half of the disc.
|
||
draw_rect(Rect2(Vector2(-6.0, -12.0), Vector2(12.0, 5.0)), wheel_dark)
|
||
# Two radial grooves — pie-slice indicators that the stone spins.
|
||
draw_line(c, c + Vector2(5.0, -3.5), groove, 1.0)
|
||
draw_line(c, c + Vector2(-5.0, -3.5), groove, 1.0)
|
||
# Centre pin / spindle.
|
||
draw_circle(c, 1.2, pin)
|
||
# Outline.
|
||
draw_rect(Rect2(Vector2(-8.0, -19.0), Vector2(16.0, 19.0)), outline, false, 1.0)
|
||
|
||
|
||
func _draw_generic(alpha: float) -> void:
|
||
# Warm-grey fallback bench. Simple two-band block with a single seam.
|
||
var top_face := Color(0.58, 0.55, 0.50, alpha)
|
||
var front_face := Color(0.42, 0.40, 0.36, alpha)
|
||
var seam := Color(0.30, 0.28, 0.25, alpha)
|
||
var outline := Color(0.20, 0.18, 0.16, 0.7 * alpha)
|
||
|
||
draw_rect(Rect2(Vector2(-8.0, -16.0), Vector2(16.0, 5.0)), top_face)
|
||
draw_rect(Rect2(Vector2(-8.0, -11.0), Vector2(16.0, 11.0)), front_face)
|
||
draw_line(Vector2(-8.0, -6.0), Vector2(8.0, -6.0), seam, 1.0)
|
||
draw_line(Vector2(-8.0, -11.0), Vector2(8.0, -11.0), seam, 1.0)
|
||
draw_rect(Rect2(Vector2(-8.0, -16.0), Vector2(16.0, 16.0)), outline, false, 1.0)
|
||
|
||
|
||
# ── internal ──────────────────────────────────────────────────────────────────
|
||
|
||
func _complete() -> void:
|
||
_completed = true
|
||
# Procedural-only variants re-read alpha through _draw() via queue_redraw.
|
||
# Phase 11: enable PointLight2D for light-emitting workbenches on completion.
|
||
if _light != null:
|
||
_light.enabled = is_on()
|
||
queue_redraw()
|
||
World.clear_designation_at(tile)
|
||
Audit.log("workbench", "%s built at %s" % [label_text, tile])
|
||
# Phase 13 — notify BeautySystem so nearby tile beauty scores update.
|
||
# Hearth gets base beauty 4 (warm glow); other benches get 1.
|
||
# Beauty lookup key is label_text ("Hearth", "Carpenter", etc.).
|
||
var bs = World.get("beauty_system")
|
||
if bs != null:
|
||
bs.register_furniture(self)
|
||
bs.recompute_around(tile)
|
||
|
||
|
||
# ── Phase 11: internal light helpers ─────────────────────────────────────────
|
||
|
||
## Construct and return the PointLight2D that provides Godot-side visual lighting.
|
||
## Mirrors Torch._build_point_light_2d(). Duplicated here to avoid a cross-file
|
||
## dependency; the ~20 lines of duplication is the lesser cost.
|
||
func _build_point_light_2d() -> PointLight2D:
|
||
var p := PointLight2D.new()
|
||
p.texture = _build_radial_light_texture(LIGHT_TEXTURE_SIZE)
|
||
# Scale so the texture radius covers HEARTH_LIGHT_RADIUS tiles in world-pixels.
|
||
p.texture_scale = float(HEARTH_LIGHT_RADIUS) * float(TILE_SIZE_PX) / float(LIGHT_TEXTURE_SIZE) * 2.0
|
||
p.color = Color(1.0, 0.80, 0.50, 1.0) # warm hearthfire tint, slightly redder than torch
|
||
p.energy = 1.0
|
||
# Offset upward so the light originates from the flame area, not the tile base.
|
||
p.position = Vector2(0.0, -10.0)
|
||
return p
|
||
|
||
|
||
## Build a soft radial gradient Image and return it as an ImageTexture.
|
||
## White centre fades to transparent at the edge via smoothstep falloff.
|
||
static func _build_radial_light_texture(size: int) -> Texture2D:
|
||
var img := Image.create(size, size, false, Image.FORMAT_RGBA8)
|
||
var cx: float = float(size) / 2.0
|
||
var cy: float = float(size) / 2.0
|
||
var max_r: float = float(size) / 2.0
|
||
for x in size:
|
||
for y in size:
|
||
var dx: float = float(x) - cx
|
||
var dy: float = float(y) - cy
|
||
var d: float = sqrt(dx * dx + dy * dy)
|
||
var t: float = clampf(1.0 - d / max_r, 0.0, 1.0)
|
||
var a: float = t * t * (3.0 - 2.0 * t)
|
||
img.set_pixel(x, y, Color(1.0, 1.0, 1.0, a))
|
||
return ImageTexture.create_from_image(img)
|