Replaces the procedural brown-rectangle "wolf" with the CraftPix Free Desert Enemy Sprite Sheets hyena. 48×48, side-view, 2-direction via horizontal flip. AnimatedSprite2D mounted in Wolf.setup() and Wolf.from_dict() (same pattern as pawn reskin Slice 1). Anims: idle (4f @ 5fps) + walk (6f @ 10fps). Attack/hurt/death anims skipped for MVP scope. Player-facing copy renamed wolf→hyena in strings.gd (6 entries) and event_catalog.gd (3 EventDef title/body fields). Internal identifiers (class Wolf, World.wolves, EventBus.wolf_spawned, save class_id &"wolf", event IDs like &"lone_wolf") stay the same for save compat — see header comment in wolf.gd. MCP runtime verified: hyena AnimatedSprite2D mounted on spawn, idle anim plays, storyteller modal renders "Lone Hyena — A starving hyena circles your livestock." Sprites: CraftPix Free Desert Enemy Sprite Sheets. License: CraftPix Free (commercial OK, attribution appreciated). https://free-game-assets.itch.io/free-enemy-sprite-sheets-pixel-art Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
309 lines
11 KiB
GDScript
309 lines
11 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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## Player-facing copy renames this entity to "hyena" (see strings.gd, event_catalog.gd
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## labels). Internal class + registry identifiers remain "wolf"/"Wolf" for save
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## compatibility — class_id: &"wolf" in saves, World.wolves registry, EventBus.wolf_spawned.
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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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const _HYENA_SPRITE_FRAMES = preload("res://scenes/entities/hyena_sprite_frames.gd")
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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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var _sprite: AnimatedSprite2D = null
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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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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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_mount_sprite()
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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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# Hide sprite; dead X marker is drawn by _draw() on the Node2D.
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if _sprite != null:
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_sprite.visible = false
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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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## Creates (or re-creates) the AnimatedSprite2D child. Idempotent — frees any
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## prior sprite so setup() and from_dict() can both call it safely.
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func _mount_sprite() -> void:
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if _sprite != null:
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_sprite.queue_free()
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_sprite = null
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_sprite = AnimatedSprite2D.new()
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_sprite.sprite_frames = _HYENA_SPRITE_FRAMES.build()
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# 48×48 sprite centred on the tile origin: shift up so the feet land at the
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# tile bottom edge (tile bottom = +8 px from centre → feet need to be at +8
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# → sprite centre at +8 − 24 = −16 px).
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_sprite.offset = Vector2(0.0, -16.0)
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# Y-sort: sit on the same plane as pawns (z_index 0, use y_sort_enabled on
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# the parent World node). Slightly behind pawns so they occlude the hyena
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# when occupying the same tile.
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_sprite.z_index = -1
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_sprite.play(&"idle")
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add_child(_sprite)
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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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_mount_sprite()
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# If dead on load, hide sprite immediately (X marker drawn by _draw()).
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if state == State.DEAD and _sprite != null:
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_sprite.visible = false
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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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# Anim switching — avoid restarting the same anim each frame.
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if _sprite == null:
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return
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var moving: bool = not _path.is_empty()
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var target_anim := &"walk" if moving else &"idle"
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if _sprite.animation != target_anim:
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_sprite.play(target_anim)
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# Facing — 2-direction horizontal flip; preserve last facing on pure vertical.
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if not _path.is_empty():
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var delta_x: int = _path[0].x - tile.x
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if delta_x > 0:
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_sprite.flip_h = false # moving right → face right (default)
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elif delta_x < 0:
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_sprite.flip_h = true # moving left → face left
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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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# ── 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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