rimlike/scenes/entities/wall.gd
megaproxy 19d28ca9f8 Phase 16: Save/load full coverage + autosave + UI
Three-agent fan-out reusing the contracts-first pattern: Opus pre-wrote
World.clear_all + 4 EventBus signals (save_started/finished, load_started/
finished) before dispatch. Pattern proven across Phases 12/13/14/15/16.

Entity to_dict/from_dict + class_id tagging (Agent A):
- class_id tag added to all 18 entity to_dict methods for loader routing
- Missing pairs filled in: wolf, grave_slot, graveyard_zone, stockpile_zone,
  crate (from_dict). All defensive with d.get(field, default).
- Workbench round-trips label_text so Carpenter/Smelter/Millstone/Hearth/
  Pyre kinds survive reload
- BeautySystem + DirtinessSystem save_dict/apply_dict for sparse maps
- World.save_tilemap_layers / apply_tilemap_layers covering 5 layers
  (Terrain/Floor/Wall/Designation/Roof; Fog runtime-only skipped)

SaveSystem v2 rewrite (Agent B):
- SAVE_VERSION bumped from 1 to 2
- write_save(slot) pauses Sim, emits save_started, collects every entity
  via _collect_entities iterating all World registries, writes payload to
  user://save_<slot>.json
- apply_save full rewrite: pause sim → emit load_started → World.clear_all
  → apply autoloads (GameState/Clock/Weather/Storyteller) → apply tilemap
  layers → iterate payload.entities and dispatch to per-class factories
  → apply beauty/dirt maps → emit load_finished(slot, ok, real_seconds_away)
- Per-class factory registry: 18 class_ids dispatched to setup+add_child+
  from_dict patterns. CremationPyre detected via workbench.label_text == 'Pyre'
- Public slot API: save_to_slot/load_from_slot/has_save/delete_save/
  peek_save_metadata. Slots locked: &manual + &autosave

Autosave + UI + Resume toast (Agent C):
- autoload/autosave.gd — new Autosave autoload. Periodic every
  AUTOSAVE_INTERVAL_TICKS = 6000 (~5 in-game min at 20 Hz) + NOTIFICATION_
  APPLICATION_PAUSED (mobile) + NOTIFICATION_WM_WINDOW_FOCUS_OUT (desktop).
  Gated by _busy flag tied to EventBus.save_started/save_finished.
- TopBar extended with SaveBtn (💾) + LoadBtn buttons, 48×48 min hit area
- scenes/ui/load_menu.gd — CanvasLayer slot picker. Reads peek_save_metadata
  to show 'Manual save (Date Time)' / 'Autosave (Date Time)' rows.
  Version-mismatch warning dialog before continuing on older saves.
- scenes/ui/resume_toast.gd — top-center toast. On load_finished(ok=true):
  'Welcome back — N minutes/hours away' for 5s + 0.8s fade.
  On ok=false: 'Load failed (corrupt or version mismatch)'.
- Strings catalog: 14 new keys (ui.save / ui.load / ui.welcome_back_* /
  ui.load_failed etc.)
- main.gd mounts LoadMenu + ResumeToast as runtime CanvasLayer children

MCP runtime verified:
- Saved at tick 1137 → [save] wrote slot 'manual': 113 entities at tick 1137
- Advanced sim to tick 4600 at ULTRA speed (different state)
- load_from_slot(&manual) → [save] applied slot 'manual': 113 entities,
  0 errors, tick=1137, away=34s
- post-load: Sim.tick=1137 (restored), pawns alive=3, all furniture +
  workbenches + crops + walls + floors back in place
- Resume toast fires: [resume_toast] showing — ok=true seconds_away=34
- Autosave on focus-loss verified: [autosave] focus-loss → wrote autosave
- Screenshot shows TopBar with Save + Load buttons + post-load Lone Wolf
  storyteller modal from fresh dawn roll

Known acceptable gaps (deferred to Phase 20 tuning):
- Pawn JobRunner mid-INTERACT/mid-BUILD restarts from toil 0 on reload
  (walk toil round-trips; multi-step interact does not). Pawns lose a few
  seconds of work.
- Workbench bill mid-craft fetch state isn't fully serialized.
- Wolf.target_pawn re-resolution from name string is Agent A's documented
  pattern; Agent B's apply_save respects pawn-restoration ordering so the
  resolution works after pawns are back.

Delegation: 3× gdscript-refactor (Sonnet) agents in parallel; integration
+ MCP verify on Opus.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-11 19:24:59 +01:00

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class_name Wall extends Node2D
## Wall entity — built by a pawn with a Build job. Blocks pathfinding once
## complete. Rendered as a bottom-anchored tall sprite (Y-sorted) so it
## occludes pawns standing behind it, matching the project's 3/4-perspective
## rendering pivot (see memory.md Decisions: "Wall layer rendering").
##
## Build model (docs/implementation.md Phase 5):
## A ConstructionProvider creates a Job whose BUILD toil calls on_build_tick()
## once per sim tick via JobRunner. After BUILD_TICKS ticks the wall is
## complete: it stamps the data-layer TileMap (World.mark_wall_tile), blocks
## pathfinding, and transitions from ghost (40% alpha) to solid rendering.
##
## Material support:
## Phase 5 ships stone only. Wood constant is defined for Phase 6+ wiring
## (Pixel Crawler Walls.png asset crop session) without breaking the data model.
##
## World registration: World.register_build_site / World.unregister_build_site
## are called from _ready / _exit_tree. The actual World methods land in the
## Opus integration pass.
const TILE_SIZE_PX: int = 16
## Sim ticks to complete construction at 1× speed (100 ticks = 5 sim seconds).
const BUILD_TICKS: int = 100
## Supported materials. Phase 5 uses MATERIAL_STONE; MATERIAL_WOOD is reserved
## for the Phase 6+ art-authoring pass.
const MATERIAL_STONE: StringName = &"stone"
const MATERIAL_WOOD: StringName = &"wood"
# ── state ──────────────────────────────────────────────────────────────────────
@export var wall_material: StringName = MATERIAL_STONE
@export var tile: Vector2i = Vector2i.ZERO
## 0..BUILD_TICKS. Advanced by on_build_tick(). Entity is in "ghost" state
## until build_progress reaches BUILD_TICKS.
var build_progress: int = 0
var _completed: bool = false
# ── lifecycle ──────────────────────────────────────────────────────────────────
func _ready() -> void:
World.register_build_site(self)
func _exit_tree() -> void:
World.unregister_build_site(self)
# ── public API ─────────────────────────────────────────────────────────────────
## One-shot initialiser. Call after add_child() so _ready() has already fired.
func setup(p_tile: Vector2i, p_material: StringName) -> void:
tile = p_tile
wall_material = p_material
# Bottom-anchor the sprite: position.y sits at the bottom of the tile so the
# 16×32 virtual sprite "rises" into the cell above. Y-sort uses position.y.
position = Vector2(
tile.x * TILE_SIZE_PX + TILE_SIZE_PX / 2.0,
tile.y * TILE_SIZE_PX + TILE_SIZE_PX
)
queue_redraw()
Audit.log("wall", "%s wall ghost placed at %s" % [wall_material, tile])
## True while the wall still needs construction work.
## JobRunner's _tick_build checks this to decide when the toil is done.
func is_buildable() -> bool:
return not _completed
## Construction-provider hint: walls become impassable when built, so pawns
## must stand on an adjacent tile while building. Phase 6 fix for the
## "pawn-trapped-on-wall" bug. Floors / Doors / Crates / Workbenches don't
## need this since they remain walkable after completion.
func blocks_pathing_when_complete() -> bool:
return true
## Human-readable label for job descriptions and Audit logs.
func label() -> String:
return "%s wall" % wall_material
## Called by the BUILD toil in JobRunner once per sim tick while the pawn works.
## Advances build_progress and completes the wall when BUILD_TICKS is reached.
func on_build_tick() -> void:
if _completed:
return
build_progress += 1
queue_redraw()
if build_progress >= BUILD_TICKS:
_complete()
## True once the wall has been fully built.
func is_completed() -> bool:
return _completed
# ── save / load ────────────────────────────────────────────────────────────────
func to_dict() -> Dictionary:
return {
"class_id": &"wall",
"tile_x": tile.x,
"tile_y": tile.y,
"material": str(wall_material),
"build_progress": build_progress,
"completed": _completed,
}
static func from_dict(d: Dictionary) -> Dictionary:
return {
"tile_x": int(d.get("tile_x", 0)),
"tile_y": int(d.get("tile_y", 0)),
"material": str(d.get("material", "stone")),
"build_progress": int(d.get("build_progress", 0)),
"completed": bool(d.get("completed", false)),
}
# ── render ─────────────────────────────────────────────────────────────────────
func _draw() -> void:
# 3/4-perspective wall rendering — fits WITHIN the wall's own tile so it
# never encroaches on adjacent floor/interior tiles. Two-band look:
# Top band (lit) = the wall's "top surface" (looking down at it)
# Bottom band (dark) = the wall's "front face" (looking at the side)
#
# Origin (0, 0) is at the tile's bottom-centre. Tile spans local Y: -16 to 0.
# We draw entirely within that 16×16 box.
var alpha: float = 1.0 if _completed else 0.4
if wall_material == MATERIAL_STONE:
_draw_stone_wall(alpha)
else:
_draw_wood_wall(alpha)
func _draw_stone_wall(alpha: float) -> void:
var top_face := Color(0.65, 0.65, 0.60, alpha) # lit top surface
var front_face := Color(0.42, 0.42, 0.38, alpha) # shaded front
var mortar := Color(0.28, 0.28, 0.25, alpha)
var outline := Color(0.18, 0.18, 0.16, 0.7 * alpha)
# Top face — thin lit strip at upper-third of the tile.
draw_rect(Rect2(Vector2(-8.0, -16.0), Vector2(16.0, 5.0)), top_face)
# Front face — main wall body, lower two-thirds.
draw_rect(Rect2(Vector2(-8.0, -11.0), Vector2(16.0, 11.0)), front_face)
# Mortar lines on the front face only.
draw_line(Vector2(-8.0, -7.0), Vector2(8.0, -7.0), mortar, 1.0)
draw_line(Vector2(-8.0, -3.0), Vector2(8.0, -3.0), mortar, 1.0)
# Border between top and front (gives the depth illusion).
draw_line(Vector2(-8.0, -11.0), Vector2(8.0, -11.0), Color(0.20, 0.20, 0.18, alpha), 1.0)
# Outline.
draw_rect(Rect2(Vector2(-8.0, -16.0), Vector2(16.0, 16.0)), outline, false, 1.0)
func _draw_wood_wall(alpha: float) -> void:
var top_face := Color(0.62, 0.45, 0.25, alpha)
var front_face := Color(0.42, 0.30, 0.16, alpha)
var plank := Color(0.30, 0.20, 0.10, alpha)
var outline := Color(0.16, 0.10, 0.04, 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)
# Vertical plank seams on the front face.
for x_offset in [-3.0, 2.0]:
draw_line(Vector2(x_offset, -11.0), Vector2(x_offset, 0.0), plank, 1.0)
draw_line(Vector2(-8.0, -11.0), Vector2(8.0, -11.0), Color(0.20, 0.14, 0.06, alpha), 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
# Block pathfinding — wall is now impassable.
if World.pathfinder != null:
World.pathfinder.set_cell_walkable(tile, false)
# Stamp the data-layer TileMap so room / roof / save logic sees the wall.
World.mark_wall_tile(tile, wall_material)
queue_redraw()
Audit.log("wall", "%s wall completed at %s" % [wall_material, tile])