Each entity completion handler (wall/floor/door/bed/torch/workbench/crate /tree/rock/big_rock/grave_slot) now calls World.clear_designation_at(tile) so the orange/blue/etc. highlight overlay disappears with the job. BigRock iterates its footprint to clear all four tiles. World.designation_ctl is set during the scene boot wire-up; the helper no-ops when the controller is absent (e.g. headless tests).
530 lines
17 KiB
GDScript
530 lines
17 KiB
GDScript
extends Node
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## Runtime entity registry + tile-related sim state.
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##
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## All gameplay entities (pawns, items, furniture, animals, corpses) live here.
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## TileMap data is owned by the world-view scene; World holds the *indirect*
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## state (designation queue, dirty-haul set, zone records, etc.) that doesn't
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## belong on the TileMap itself.
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##
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## See docs/architecture.md.
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# Phase 2 — pawn registry. items/furniture/animals/corpses arrive in later phases.
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var pawns: Array[Pawn] = []
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# Phase 3 — work providers (e.g. RestProvider, ChopProvider, HaulingProvider).
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# World scene registers them on _ready. Decision.pick_next_job() iterates by .priority desc.
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var work_providers: Array = []
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# Phase 4 — harvestables + items + stockpiles. Entities call register_*/unregister_*
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# from their _ready/_exit_tree. Phase 16 will add stable IDs and persistence wiring.
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var trees: Array = [] # Array of Tree
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var rocks: Array = [] # Array of Rock
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var items: Array = [] # Array of Item (on-floor stacks)
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var stockpiles: Array = [] # Array of StorageDestination (StockpileZone for now; containers Phase 5)
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# Phase 4 — pathfinder reference exposed for entity code that needs walkability
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# checks (e.g. Tree.fell() picking neighbour tiles for wood drops). The actual
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# Pathfinder node lives on the World scene as a child; the scene sets this in
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# its _ready(). Don't access before the world scene is mounted.
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var pathfinder = null
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## Reference to the in-scene Designation controller. Wired by world.gd _ready
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## so entities completing a job can call World.clear_designation_at(tile) to
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## remove the lingering ghost paint without depending on the scene tree path.
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var designation_ctl = null
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# Phase 5 — build queue. Holds Wall/Floor/Door/Crate ghost entities (not yet
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# completed). ConstructionProvider iterates this for the nearest buildable site.
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# Entities call register_build_site() in _ready and unregister_build_site() when
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# they finish or are cancelled.
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var build_queue: Array = []
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# Phase 5 — completed Door entities, keyed for future open/close logic.
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# Door._complete() calls register_door(); Phase 7+ uses this for toggling.
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var doors: Array = []
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# Phase 6 — workbench entities. Workbench._ready() calls register_workbench();
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# _exit_tree() calls unregister_workbench(). CraftingProvider iterates this
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# to find bench+bill pairs for eligible pawns.
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var workbenches: Array = []
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# Phase 7 — crop entities. Crop._ready() calls register_crop();
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# _exit_tree() calls unregister_crop(). PlantProvider iterates this to find
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# harvestable (READY) and sowable (TILLED) crops for eligible pawns.
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var crops: Array = []
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# Phase 8 — bed entities. Bed._ready() calls register_bed();
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# _exit_tree() calls unregister_bed(). SleepProvider iterates this to find
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# available (completed, unoccupied) beds for tired pawns.
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# Storyteller also reads beds.size() for the "First Beds" state predicate.
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var beds: Array = []
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# Phase 11 — light-source entities (Torch + Hearth workbench). Entities call
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# register_light_source() in _ready and unregister_light_source() in _exit_tree.
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# is_tile_lit() is queried by the "in darkness" thought and any future
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# darkness-rendering shader bridge. All entries expose the duck-type interface:
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# is_on() → bool | get_light_tile() → Vector2i | get_light_radius() → int
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var light_sources: Array = []
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# Phase 10 — wolf entities. Wolf._ready() calls register_wolf();
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# Wolf._exit_tree() calls unregister_wolf(). WolfSpawner reads/writes
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# nothing from this array directly — it only add_child()s new wolves.
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# CombatSystem (Phase 10) will iterate this for threat detection.
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# Untyped array — avoids class_name ordering window (Phase 2 gotcha).
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var wolves: Array = []
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# Phase 14 — corpse entities + grave markers. Corpse._ready() calls
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# register_corpse() / unregister_corpse() (on rot, burial, or cremation).
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# GraveMarker is the permanent post-burial entity; markers persist for the
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# duration of the save.
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var corpses: Array = []
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var grave_markers: Array = []
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# Phase 4 — hauling dirty set. Keys are Items, value is unused (we just use .keys()).
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# An Item is added when it spawns (Tree.fell, Rock.mined, workbench drop, ...)
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# and removed when it lands at its highest-priority valid destination.
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# HaulingProvider.sweep_for_better_destinations() re-marks items when a higher
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# priority stockpile opens up (the priority cascade per design.md).
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var items_needing_haul: Dictionary = {}
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## Clear the designation ghost at `tile`, if any. Entities call this from
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## their _complete / fell / mined handlers so the visual highlight disappears
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## once the job is done. Safe no-op if designation_ctl isn't wired (headless).
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func clear_designation_at(tile: Vector2i) -> void:
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if designation_ctl != null:
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designation_ctl.clear_cell(tile)
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func register_work_provider(wp) -> void:
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assert(wp != null, "World.register_work_provider: provider is null")
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if not work_providers.has(wp):
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work_providers.append(wp)
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func clear_work_providers() -> void:
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work_providers.clear()
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func register_pawn(p: Pawn) -> void:
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assert(p != null, "World.register_pawn: pawn is null")
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if pawns.has(p):
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return
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pawns.append(p)
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func unregister_pawn(p: Pawn) -> void:
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pawns.erase(p)
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func pawn_at_tile(tile: Vector2i) -> Pawn:
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for p in pawns:
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if p.tile == tile:
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return p
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return null
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func clear_pawns() -> void:
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# For save-load / new-game flow in Phase 16.
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pawns.clear()
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## Phase 16 — wipe every entity registry on the autoload AND queue_free the
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## live Nodes inside the World scene so apply_save can rebuild from scratch.
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## The World *scene* (TileMapLayers, providers, autoloads) survives — only the
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## per-entity registrations + their Node2D children get cleared.
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##
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## Safe to call between sim ticks. Called by SaveSystem.apply_save.
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func clear_all() -> void:
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# 1. queue_free every registered entity Node so it leaves the tree.
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var to_free: Array = []
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to_free.append_array(pawns)
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to_free.append_array(items)
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to_free.append_array(trees)
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to_free.append_array(rocks)
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to_free.append_array(build_queue) # ghost entities
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to_free.append_array(doors)
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to_free.append_array(workbenches)
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to_free.append_array(crops)
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to_free.append_array(beds)
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to_free.append_array(light_sources)
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to_free.append_array(wolves)
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to_free.append_array(corpses)
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to_free.append_array(grave_markers)
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to_free.append_array(stockpiles)
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for ent in to_free:
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if ent != null and is_instance_valid(ent) and ent.has_method("queue_free"):
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ent.queue_free()
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# 2. Clear every registry (entity _exit_tree handlers will also try to erase
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# themselves; double-clear is harmless on a Dictionary/Array).
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pawns.clear()
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items.clear()
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trees.clear()
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rocks.clear()
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build_queue.clear()
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doors.clear()
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workbenches.clear()
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crops.clear()
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beds.clear()
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light_sources.clear()
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wolves.clear()
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corpses.clear()
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grave_markers.clear()
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stockpiles.clear()
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items_needing_haul.clear()
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rooms.clear()
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# BeautySystem / DirtinessSystem maps survive (their owning Nodes do too);
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# their .clear_all() helpers (if any) live on the system itself.
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Audit.log("world", "clear_all: registries wiped, %d nodes queue_freed" % to_free.size())
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# ── Phase 4: harvestables + items + stockpiles ──────────────────────────────
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func register_tree(t) -> void:
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if not trees.has(t):
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trees.append(t)
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func unregister_tree(t) -> void:
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trees.erase(t)
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func register_rock(r) -> void:
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if not rocks.has(r):
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rocks.append(r)
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func unregister_rock(r) -> void:
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rocks.erase(r)
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func register_item(it) -> void:
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if items.has(it):
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return
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items.append(it)
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# Newly-spawned items always start as "needs haul" — HaulingProvider will
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# clear the flag once the item lands in its highest-priority destination.
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items_needing_haul[it] = true
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func unregister_item(it) -> void:
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items.erase(it)
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items_needing_haul.erase(it)
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func register_stockpile(s) -> void:
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if not stockpiles.has(s):
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stockpiles.append(s)
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func unregister_stockpile(s) -> void:
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stockpiles.erase(s)
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func mark_item_needs_haul(it) -> void:
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items_needing_haul[it] = true
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func clear_item_haul_flag(it) -> void:
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items_needing_haul.erase(it)
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# ── Phase 5: build queue + tile-data stamping for walls / floors ────────────
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func register_build_site(entity) -> void:
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if not build_queue.has(entity):
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build_queue.append(entity)
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func unregister_build_site(entity) -> void:
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build_queue.erase(entity)
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func register_door(d) -> void:
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if not doors.has(d):
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doors.append(d)
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func unregister_door(d) -> void:
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doors.erase(d)
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func register_workbench(wb) -> void:
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if not workbenches.has(wb):
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workbenches.append(wb)
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func unregister_workbench(wb) -> void:
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workbenches.erase(wb)
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func register_crop(c) -> void:
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if not crops.has(c):
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crops.append(c)
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func unregister_crop(c) -> void:
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crops.erase(c)
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func register_bed(b) -> void:
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if not beds.has(b):
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beds.append(b)
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func unregister_bed(b) -> void:
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beds.erase(b)
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# ── Phase 11: light-source registry ────────────────────────────────────────
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func register_light_source(ls) -> void:
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if not light_sources.has(ls):
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light_sources.append(ls)
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func unregister_light_source(ls) -> void:
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light_sources.erase(ls)
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# ── Phase 10: wolf registry ────────────────────────────────────────────────
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func register_wolf(w) -> void:
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if not wolves.has(w):
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wolves.append(w)
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func unregister_wolf(w) -> void:
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wolves.erase(w)
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# ── Phase 14: corpses + grave markers ───────────────────────────────────────
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func register_corpse(c) -> void:
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if not corpses.has(c):
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corpses.append(c)
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func unregister_corpse(c) -> void:
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corpses.erase(c)
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func register_grave_marker(gm) -> void:
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if not grave_markers.has(gm):
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grave_markers.append(gm)
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func unregister_grave_marker(gm) -> void:
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grave_markers.erase(gm)
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## Returns the first Corpse covering `tile`, or null.
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func corpse_at_tile(tile: Vector2i):
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for c in corpses:
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if c.tile == tile:
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return c
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return null
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## Returns true if `tile` is within get_light_radius() of any is_on() light
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## source. Uses Manhattan distance (no wall-occlusion in Phase 11; Phase 13
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## may add BFS-based occlusion through the room/roof system).
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##
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## Called by the "in darkness" Thought trigger on each pawn sim tick.
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## O(light_sources) per call; trivial at our scale (< 50 sources in MVP).
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func is_tile_lit(p_tile: Vector2i) -> bool:
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for ls in light_sources:
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if not ls.is_on():
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continue
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var d: int = abs(ls.get_light_tile().x - p_tile.x) + abs(ls.get_light_tile().y - p_tile.y)
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if d <= ls.get_light_radius():
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return true
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return false
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# Called by Wall.on_build_tick() when construction completes.
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# Stamps the data-only Wall TileMap layer so room/roof/save logic sees the
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# wall. World scene exposes wall_layer via a getter set during _ready.
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var terrain_layer = null
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var wall_layer = null
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var floor_layer = null
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var designation_layer = null
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var roof_layer = null
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func mark_wall_tile(tile: Vector2i, material: StringName) -> void:
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if wall_layer == null:
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Audit.log("world", "mark_wall_tile: layer not yet wired — skipping")
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return
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# Atlas coord encodes material — for Phase 5 placeholder atlas:
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# stone → (2, 0), dark stone → (3, 0)
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# Real material→atlas mapping lands when assets are imported.
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var atlas := Vector2i(2, 0) if material == &"stone" else Vector2i(3, 0)
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wall_layer.set_cell(tile, 0, atlas)
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# Phase 13 — trigger room recompute around the changed tile.
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if room_detector != null:
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room_detector.recompute_around(tile)
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func mark_floor_tile(tile: Vector2i, material: StringName) -> void:
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if floor_layer == null:
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return
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var atlas := Vector2i(1, 0) if material == &"dirt" else Vector2i(2, 0)
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floor_layer.set_cell(tile, 0, atlas)
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# Phase 13 — trigger room recompute around the changed tile.
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if room_detector != null:
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room_detector.recompute_around(tile)
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## Phase 13 — Called by Door._complete() to notify RoomDetector that a door
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## has been placed (doors are interior boundary tiles, not walls).
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func mark_door_tile(tile: Vector2i) -> void:
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if room_detector != null:
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room_detector.recompute_around(tile)
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## Phase 13 — Toggle a tile's no-roof designation. Tiles in no_roof_cells are
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## treated as open-sky by RoomDetector's BFS, so rooms containing them will be
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## detected but NOT auto-roofed (courtyard behaviour).
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## This is also the test-helper entry point the spec asks for:
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## World.toggle_no_roof_at(tile)
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func toggle_no_roof_at(tile: Vector2i) -> void:
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if no_roof_cells.has(tile):
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no_roof_cells.erase(tile)
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Audit.log("room", "no-roof cleared at %s" % tile)
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else:
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no_roof_cells[tile] = true
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Audit.log("room", "no-roof designated at %s" % tile)
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# Recompute the room that may have contained this tile.
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if room_detector != null:
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room_detector.recompute_around(tile)
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# Returns the first StockpileZone OR Crate covering `tile`, or null.
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# Used by JobRunner._tick_deposit (Phase 5 refactor) to route deposits into
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# Crate contents when applicable.
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func stockpile_at_tile(tile: Vector2i):
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for sp in stockpiles:
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if sp.covers_tile(tile):
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return sp
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return null
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# ── Phase 13 — Room registry + lookup ────────────────────────────────────────
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# RoomDetector (scenes/world/room_detector.gd) populates this dict.
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# Keys = stable room ids (int), values = Room class instances.
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# Callers should treat this as read-only.
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var rooms: Dictionary = {}
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# Reference to the RoomDetector child of the World scene node.
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# Set by World._ready() so mark_wall_tile / mark_floor_tile / mark_door_tile
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# can trigger recompute_around() without a get_node() call.
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var room_detector = null
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# Persistent set of tiles the player has designated as no-roof (courtyards).
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# Keys are Vector2i, value is unused boolean. Written by toggle_no_roof_at().
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var no_roof_cells: Dictionary = {}
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## Returns the Room covering `tile`, or null if the tile is outdoor / unenclosed.
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## O(rooms) bounds-checked sweep — cheap at MVP scale (< 20 rooms).
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func room_at_tile(tile: Vector2i):
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for id in rooms:
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var r = rooms[id]
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if r.contains_tile(tile):
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return r
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return null
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## True if the tile is inside an enclosed, roofed room. Replaces Phase 12's
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## "has floor below" shelter proxy — Pawn._is_sheltered() will reroute here once
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## RoomDetector is live.
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func is_indoor(tile: Vector2i) -> bool:
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var r = room_at_tile(tile)
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return r != null and r.is_under_roof
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# ── Phase 13 — Beauty + Dirtiness systems ────────────────────────────────────
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# Set by World scene's _ready() after adding BeautySystem / DirtinessSystem
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# as child nodes. All callers use World.get("beauty_system") defensively.
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## BeautySystem child of the World scene.
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## Exposes: beauty_at(tile), register_furniture(entity), recompute_around(tile).
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var beauty_system = null
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## DirtinessSystem child of the World scene.
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## Exposes: dirt_at(tile), bump(tile, amount), bump_clean(tile, amount),
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## bump_pawn_traffic(tile, indoor).
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var dirtiness_system = null
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# ── Phase 16: TileMap layer serialisation helpers ────────────────────────────
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## Serialize the five sim-relevant TileMap layers (Terrain, Floor, Wall,
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## Designation, Roof) into a plain Dictionary. Fog layer is runtime-only and
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## is NOT serialized.
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##
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## Returns:
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## {
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## "terrain": [{x, y, source_id, atlas_x, atlas_y}, ...],
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## "floor": [...],
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## "wall": [...],
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## "designation": [...],
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## "roof": [...],
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## }
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##
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## Called by SaveSystem.build_save() between sim ticks.
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func save_tilemap_layers() -> Dictionary:
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var result: Dictionary = {}
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var layer_map: Dictionary = {
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"terrain": terrain_layer,
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"floor": floor_layer,
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"wall": wall_layer,
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"designation": designation_layer,
|
|
"roof": roof_layer,
|
|
}
|
|
for layer_name in layer_map:
|
|
var layer = layer_map[layer_name]
|
|
var entries: Array = []
|
|
if layer == null:
|
|
result[layer_name] = entries
|
|
continue
|
|
for cell in layer.get_used_cells():
|
|
var src_id: int = layer.get_cell_source_id(cell)
|
|
var atlas: Vector2i = layer.get_cell_atlas_coords(cell)
|
|
entries.append({
|
|
"x": cell.x,
|
|
"y": cell.y,
|
|
"source_id": src_id,
|
|
"atlas_x": atlas.x,
|
|
"atlas_y": atlas.y,
|
|
})
|
|
result[layer_name] = entries
|
|
return result
|
|
|
|
|
|
## Restore the five TileMap layers from a dict produced by save_tilemap_layers().
|
|
## Clears each layer first, then stamps every saved cell.
|
|
##
|
|
## Called by SaveSystem.apply_save() before respawning entities.
|
|
func apply_tilemap_layers(d: Dictionary) -> void:
|
|
var layer_map: Dictionary = {
|
|
"terrain": terrain_layer,
|
|
"floor": floor_layer,
|
|
"wall": wall_layer,
|
|
"designation": designation_layer,
|
|
"roof": roof_layer,
|
|
}
|
|
for layer_name in layer_map:
|
|
var layer = layer_map[layer_name]
|
|
if layer == null:
|
|
continue
|
|
layer.clear()
|
|
for entry in d.get(layer_name, []):
|
|
if not entry is Dictionary:
|
|
continue
|
|
var cell := Vector2i(int(entry.get("x", 0)), int(entry.get("y", 0)))
|
|
var src_id: int = int(entry.get("source_id", 0))
|
|
var atlas := Vector2i(int(entry.get("atlas_x", 0)), int(entry.get("atlas_y", 0)))
|
|
layer.set_cell(cell, src_id, atlas)
|