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).
465 lines
20 KiB
GDScript
465 lines
20 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 as a bottom-anchored sprite (Y-sorted) matching the 3/4-perspective
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## convention from Wall/Door. Ghost state (40% alpha) while construction is
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## in progress; solid once _completed.
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##
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## Variant appearance is driven by label_text:
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## "Carpenter" → warm-brown wood bench with a vise detail
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## "Smelter" → dark grey stone block with an orange ember glow
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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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# ── sprite atlas (replaces procedural _draw for the four named variants) ─────
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## Variant → (texture, atlas top-left coord, height in tiles). Selected from
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## the ElvGames House Interior + Marketplace tilesets in the 2026-05-12 visual
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## pass; see /tmp/workbench_candidates_v2.png from that session for the diff.
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##
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## h_tiles = 2 sprites bottom-anchor and extend UP into the tile above (Bed
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## pattern) so the carpenter's tall cabinet reads as a piece of furniture
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## standing in the room rather than a flat decal. h_tiles = 1 sprites stay
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## within the workbench tile (anvil, stove top, barrel — squat shapes).
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##
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## Unrecognised label_texts fall through to procedural _draw_generic, so
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## ad-hoc workbench variants keep rendering until a sprite is picked for them.
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const _INTERIOR_TEX: Texture2D = preload("res://art/tiles/FG_Interior.png")
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const _MARKETPLACE_TEX: Texture2D = preload("res://art/tiles/FG_Marketplace.png")
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const _VARIANT_SPRITES: Dictionary = {
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"Carpenter": {"tex": _INTERIOR_TEX, "coord": Vector2i(24, 20), "h_tiles": 2},
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"Smelter": {"tex": _MARKETPLACE_TEX, "coord": Vector2i(8, 30), "h_tiles": 1},
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"Hearth": {"tex": _INTERIOR_TEX, "coord": Vector2i(16, 32), "h_tiles": 1},
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"Millstone": {"tex": _INTERIOR_TEX, "coord": Vector2i(17, 40), "h_tiles": 1},
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}
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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 sprite variant (see _VARIANT_SPRITES)
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## and procedural _draw fallback for unrecognised values.
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## Setter rebuilds the sprite child idempotently — callers can assign
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## label_text either before OR after setup() and end up with the right sprite.
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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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# Setter fires from .tscn property initialisation BEFORE _ready, so
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# guard the rebuild until the node is actually in the tree (children
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# can't be added safely before then).
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if is_inside_tree():
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_build_sprite()
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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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# ── 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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## Builds the variant sprite using the current label_text — if the caller
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## hasn't assigned label_text yet, the setter rebuilds the sprite on assignment.
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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 a 16×32 Carpenter sprite (which rises into the tile north of
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# the bench) occludes pawns standing behind it. Matches Bed / Wall.
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y_sort_enabled = true
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_build_sprite()
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queue_redraw()
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## Build the variant Sprite2D child (or no-op when label_text isn't in the
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## sprite table — those fall through to procedural _draw rendering).
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## Idempotent: frees any previous Sprite child first. Called from setup() AND
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## from the label_text setter, so the sprite always matches the current variant.
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func _build_sprite() -> void:
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var prev := get_node_or_null("Sprite")
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if prev != null:
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prev.queue_free()
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var data = _VARIANT_SPRITES.get(label_text)
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if data == null:
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# Generic / unknown variants keep procedural rendering. _draw_generic
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# fires through the existing match in _draw().
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return
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var sprite := Sprite2D.new()
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sprite.name = "Sprite"
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sprite.texture = data["tex"]
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sprite.region_enabled = true
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var coord: Vector2i = data["coord"]
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var h_tiles: int = data["h_tiles"]
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var pixels_h: int = TILE_SIZE_PX * h_tiles
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sprite.region_rect = Rect2(
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coord.x * TILE_SIZE_PX,
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coord.y * TILE_SIZE_PX,
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TILE_SIZE_PX,
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pixels_h,
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)
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sprite.centered = true
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# Parent position.y is at the BOTTOM of the workbench tile (see setup()).
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# Bottom-anchor the sprite by offsetting it up by half its height, so a
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# 16×16 sprite spans local y −16..0 (within the bench tile) and a 16×32
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# sprite spans local y −32..0 (bench tile + the tile above it, like Bed
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# but extending UPWARD — workbenches don't have a "foot tile").
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sprite.offset = Vector2(0.0, -float(pixels_h) / 2.0)
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sprite.z_index = 0
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# Ghost state — translucent until built. Solidified in _complete().
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sprite.modulate.a = 1.0 if _completed else 0.4
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add_child(sprite)
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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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## 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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# ── 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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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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}
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## Restore from a dict produced by to_dict().
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## Bill objects are reconstructed by the caller using Bill.from_dict() once the
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## Bill class is registered. current_bill is left null — JobRunner reconnects
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## from its own saved state on the next sim tick.
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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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# Bills are re-populated by World.load_workbenches() after Bill class loads.
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# Raw dicts are kept in the dict; the caller handles reconstruction.
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setup(tile)
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# ── render ─────────────────────────────────────────────────────────────────────
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func _draw() -> void:
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# Sprite-backed variants (Carpenter / Smelter / Hearth) render entirely
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# through their Sprite2D child — no procedural fallback needed. Millstone
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# also has a sprite but keeps a small dark-grey wheel overlay so the
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# wood barrel below reads as "grinding station" rather than a plain barrel.
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# Unrecognised label_texts fall through to _draw_generic so ad-hoc
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# benches still render until a sprite is picked for them.
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var alpha: float = 1.0 if _completed else 0.4
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if label_text == "Millstone":
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_draw_millstone_overlay(alpha)
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return
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if _VARIANT_SPRITES.has(label_text):
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return
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_draw_generic(alpha)
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## Stone-wheel overlay drawn on top of the Millstone barrel sprite. Without
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## this, the barrel reads as "water/grain storage" rather than a millstone.
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## The circle sits inside the top half of the barrel's tile.
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func _draw_millstone_overlay(alpha: float) -> void:
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var wheel := Color(0.40, 0.40, 0.36, alpha)
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var rim := Color(0.22, 0.22, 0.20, alpha)
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draw_circle(Vector2(0.0, -10.0), 4.5, wheel)
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draw_arc(Vector2(0.0, -10.0), 4.5, 0.0, TAU, 12, rim, 1.0)
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func _draw_generic(alpha: float) -> void:
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# Warm-grey fallback bench. Simple two-band block with a single seam.
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var top_face := Color(0.58, 0.55, 0.50, alpha)
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var front_face := Color(0.42, 0.40, 0.36, alpha)
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var seam := Color(0.30, 0.28, 0.25, alpha)
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var outline := Color(0.20, 0.18, 0.16, 0.7 * alpha)
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draw_rect(Rect2(Vector2(-8.0, -16.0), Vector2(16.0, 5.0)), top_face)
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draw_rect(Rect2(Vector2(-8.0, -11.0), Vector2(16.0, 11.0)), front_face)
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draw_line(Vector2(-8.0, -6.0), Vector2(8.0, -6.0), seam, 1.0)
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draw_line(Vector2(-8.0, -11.0), Vector2(8.0, -11.0), seam, 1.0)
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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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# ── internal ──────────────────────────────────────────────────────────────────
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func _complete() -> void:
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_completed = true
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# Solidify the ghost: sprite child (if any) goes from 40% to full opacity.
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# Procedural-only variants reread alpha through _draw() via queue_redraw.
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var sprite: Sprite2D = get_node_or_null("Sprite")
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if sprite != null:
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sprite.modulate.a = 1.0
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# Phase 11: enable PointLight2D for light-emitting workbenches on completion.
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if _light != null:
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_light.enabled = is_on()
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queue_redraw()
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World.clear_designation_at(tile)
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Audit.log("workbench", "%s built at %s" % [label_text, tile])
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# Phase 13 — notify BeautySystem so nearby tile beauty scores update.
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# Hearth gets base beauty 4 (warm glow); other benches get 1.
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# Beauty lookup key is label_text ("Hearth", "Carpenter", etc.).
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var bs = World.get("beauty_system")
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||
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)
|