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>
203 lines
7.6 KiB
GDScript
203 lines
7.6 KiB
GDScript
class_name BeautySystem extends Node
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## Phase 13 — per-tile beauty score, derived from nearby furniture and its quality.
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##
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## beauty_map stores only tiles with non-zero beauty (sparse). Default = 0.
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##
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## Beauty contributions (base × quality_multiplier, spread over a radius):
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## Bed +2 radius 3
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## Workbench +1 radius 3
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## Torch +3 radius 3
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## Hearth +4 radius 3 (warm glow variant of Workbench by label_text)
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##
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## Falloff: linear from base at the source tile to 0 at radius+1.
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## Contribution at distance d = base_beauty × multiplier × max(0, 1 - d/radius)
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##
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## Usage:
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## Call recompute_around(tile) after any furniture build or removal.
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## Query beauty_at(tile) for the aggregated beauty value at a tile.
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## EventBus.tile_beauty_changed fires for every tile whose beauty changes.
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##
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## Wire as child of the World scene (after Pathfinder). world.gd exposes the
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## instance on the World autoload as World.beauty_system for entity code.
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##
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## Negative beauty (corpses, etc.) is Phase 14 work — just expose bump() then.
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## Sparse map: only tiles with non-zero beauty are stored.
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## Keys = Vector2i tile coords; Values = float beauty score.
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var beauty_map: Dictionary = {}
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## Registered furniture entities. Each must expose:
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## tile: Vector2i
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## is_completed() -> bool (or _completed var — checked via has_method)
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## label_text: String (for Hearth vs generic Workbench beauty)
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## and optionally:
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## quality: int (Item.Quality int; defaults to NORMAL=1 if absent)
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var _furniture: Array = []
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## Base beauty values by duck-typed entity type (label_text takes priority for Workbench).
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const BASE_BEAUTY: Dictionary = {
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"Bed": 2.0,
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"Torch": 3.0,
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"Hearth": 4.0,
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"Workbench": 1.0, # fallback for Carpenter / Smelter / Millstone etc.
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"Carpenter": 1.0,
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"Smelter": 1.0,
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"Millstone": 1.0,
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}
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## Default beauty spread radius in tiles.
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const DEFAULT_RADIUS: int = 3
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# ── public API ────────────────────────────────────────────────────────────────
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## Returns the aggregated beauty score for `tile`. 0 if tile is not in the map.
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func beauty_at(tile: Vector2i) -> float:
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return float(beauty_map.get(tile, 0.0))
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## Register a furniture entity so BeautySystem tracks it.
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## Call from the entity's _ready() or on_build_complete hook.
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func register_furniture(entity) -> void:
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if not _furniture.has(entity):
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_furniture.append(entity)
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## Unregister a furniture entity.
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## Call from the entity's _exit_tree().
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func unregister_furniture(entity) -> void:
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_furniture.erase(entity)
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## Recompute beauty for all tiles within `radius` of `tile`.
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## Call after a furniture piece is built or removed.
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## Emits EventBus.tile_beauty_changed for every tile whose value changes.
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func recompute_around(tile: Vector2i, radius: int = DEFAULT_RADIUS) -> void:
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# Collect all tiles in the affected area (square bbox, then clamp to map).
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var affected_tiles: Array[Vector2i] = []
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for dy in range(-radius, radius + 1):
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for dx in range(-radius, radius + 1):
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affected_tiles.append(Vector2i(tile.x + dx, tile.y + dy))
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_recompute_tiles(affected_tiles)
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Audit.log("beauty", "recompute_around %s radius=%d" % [tile, radius])
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## Full recompute across all tracked furniture. Useful on load or large changes.
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## Returns immediately and logs if no furniture is registered.
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func recompute_all() -> void:
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if _furniture.is_empty():
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return
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# Collect every tile that is currently in the map OR within reach of any furniture.
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var dirty_tiles: Dictionary = {}
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for tile in beauty_map.keys():
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dirty_tiles[tile] = true
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for entity in _furniture:
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if not _entity_completed(entity):
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continue
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var t: Vector2i = entity.tile
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for dy in range(-DEFAULT_RADIUS, DEFAULT_RADIUS + 1):
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for dx in range(-DEFAULT_RADIUS, DEFAULT_RADIUS + 1):
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dirty_tiles[Vector2i(t.x + dx, t.y + dy)] = true
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_recompute_tiles(dirty_tiles.keys())
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# ── internal ──────────────────────────────────────────────────────────────────
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## Recompute beauty for each tile in `tiles` from scratch.
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## Emits tile_beauty_changed for any tile whose value changed.
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func _recompute_tiles(tiles: Array) -> void:
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for tile in tiles:
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var new_val: float = _compute_beauty_at(tile)
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var old_val: float = float(beauty_map.get(tile, 0.0))
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if is_equal_approx(new_val, old_val):
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continue
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if new_val == 0.0:
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beauty_map.erase(tile)
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else:
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beauty_map[tile] = new_val
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EventBus.tile_beauty_changed.emit(tile, new_val)
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Audit.log("beauty", "tile %s → %.2f" % [tile, new_val])
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## Sum all furniture contributions at a given tile.
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func _compute_beauty_at(tile: Vector2i) -> float:
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var total: float = 0.0
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for entity in _furniture:
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if not _entity_completed(entity):
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continue
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var et: Vector2i = entity.tile
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var dist: int = abs(et.x - tile.x) + abs(et.y - tile.y)
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if dist > DEFAULT_RADIUS:
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continue
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var base: float = _base_beauty_for(entity)
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if base == 0.0:
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continue
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var multiplier: float = _quality_multiplier_for(entity)
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var falloff: float = maxf(0.0, 1.0 - float(dist) / float(DEFAULT_RADIUS))
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total += base * multiplier * falloff
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return total
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## Returns the base beauty value for an entity by its label_text (or type name).
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func _base_beauty_for(entity) -> float:
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var label: String = ""
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if "label_text" in entity:
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label = str(entity.label_text)
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# Check specific labels first, then fall back to class_name.
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if BASE_BEAUTY.has(label):
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return float(BASE_BEAUTY[label])
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# Fallback by class_name string (e.g. "Bed", "Torch").
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var cname: String = entity.get_class()
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if BASE_BEAUTY.has(cname):
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return float(BASE_BEAUTY[cname])
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return 0.0
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## Returns the quality multiplier for an entity.
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## Uses Item.Quality int (0=SHODDY..4=LEGENDARY) → 0.5/1.0/1.5/2.0/2.5.
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## Defaults to 1.0 (NORMAL) if the entity has no quality field.
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func _quality_multiplier_for(entity) -> float:
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var q: int = 1 # NORMAL default
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if "quality" in entity:
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q = int(entity.quality)
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match q:
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0: return 0.5 # SHODDY
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1: return 1.0 # NORMAL
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2: return 1.5 # EXCELLENT
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3: return 2.0 # MASTERWORK
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4: return 2.5 # LEGENDARY
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_: return 1.0
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# ── save / load ───────────────────────────────────────────────────────────────
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## Serialise the sparse beauty map as an array of {x, y, v} dicts.
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## Only non-zero tiles are stored (map is already sparse).
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func save_dict() -> Dictionary:
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var entries: Array = []
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for t in beauty_map:
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entries.append({"x": t.x, "y": t.y, "v": float(beauty_map[t])})
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return {"beauty": entries}
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## Restore the beauty map from a dict produced by save_dict().
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## Replaces the current map; furniture list is NOT restored here (entities
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## re-register themselves when their nodes are re-added by the loader).
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func apply_dict(d: Dictionary) -> void:
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beauty_map.clear()
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for entry in d.get("beauty", []):
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if entry is Dictionary:
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var t := Vector2i(int(entry.get("x", 0)), int(entry.get("y", 0)))
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var v: float = float(entry.get("v", 0.0))
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if v != 0.0:
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beauty_map[t] = v
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## Returns true if `entity` has finished building.
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## Checks the _completed bool directly (all furniture exposes is_completed() and the var).
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func _entity_completed(entity) -> bool:
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if entity.has_method("is_completed"):
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return entity.is_completed()
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if "_completed" in entity:
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return bool(entity._completed)
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return true # assume complete if we can't tell
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