rimlike/scenes/entities/wall.gd
megaproxy f82807ff3d Phase 5 — Designation, BuildJob, Wall/Floor/Door, Crate; 3/4 perspective pivot
Three gdscript-refactor agents in parallel + Opus integration.

Architectural pivot (memory.md Decisions table updated):
- View: top-down grid for gameplay + 3/4-perspective rendering for vertical
  structures (Stardew/Going Medieval style). Walls/doors/crates are Y-sorted
  entity sprites, not TileMap cells.
- Wall TileMap layer (Layer 2) becomes data-only — used for room detection,
  roof BFS, save serialization. Visual rendering happens at entity level.
- Asset reality check baked into the decision: the entire asset library is
  RPG-style perspective art; pivoting the renderer is cheaper than authoring
  or commissioning top-down 47-tile autotile sets.

Designation paint (scenes/world/, Agent A — ~170 lines):
- class_name Designation extends Node, lives as DesignationCtl child of World
- TOOL_NONE / TOOL_BUILD_WALL / TOOL_BUILD_FLOOR
- _unhandled_input captures left-mouse press/drag/release
- Drag-paints ghost tiles on Layer 3 via paint_layer.set_cell
- Green/red modulate based on World.pathfinder.is_walkable + cell occupancy
- Emits EventBus.designation_added/cleared per cell
- Selection.designation_active guard prevents double-handling clicks

EventBus signals added:
- designation_added(cell: Vector2i, tool: StringName)
- designation_cleared(cell: Vector2i)

BuildJob + Wall/Floor/Door entities (scenes/ai/ + scenes/entities/, Agent B — ~530 lines):
- Toil.KIND_BUILD + Toil.build_at(target_path) factory
- JobRunner._tick_build: resolves NodePath target, calls on_build_tick() per
  sim tick, marks toil done when is_buildable() returns false
- ConstructionProvider (priority=6, highest): nearest is_buildable() site in
  World.build_queue → Job=[walk_to(site.tile), build_at(site.get_path())]
- Wall entity: BUILD_TICKS=100, 40% alpha ghost; _complete() calls
  pathfinder.set_cell_walkable(false) + World.mark_wall_tile + Audit.log
- Floor entity: BUILD_TICKS=30, ground-level (no y_sort), does NOT block
  pathfinding, calls mark_floor_tile on complete
- Door entity: BUILD_TICKS=80, bottom-anchored, walkable when built (no
  pathfinder block); registers with World.doors for Phase 7 open/close logic
- ALL wall/door scenes have y_sort_enabled=true on root; floors don't (always
  on ground plane)

Crate furniture (scenes/world/, Agent C — ~270 lines):
- class_name Crate extends StorageDestination (Phase 4's abstract base)
- CAPACITY=4 stacks; accepts() gates on _completed + _filter_accepts + room
- find_drop_position returns tile when room exists, (-1,-1) otherwise
- BUILD_TICKS=60; on_build_tick mirrors Wall's pattern
- _draw procedural brown crate body + slat lines + fill-level dots

World autoload extensions (Opus):
- build_queue: Array — Wall/Floor/Door/Crate ghost entities awaiting
  construction. ConstructionProvider iterates by .priority desc; Phase 6+
  prepends material-haul toils.
- doors: Array — completed doors for future open/close (Phase 7+)
- wall_layer / floor_layer / designation_layer refs exposed for entity code
- mark_wall_tile(tile, material) / mark_floor_tile(tile, material) —
  stamps data-only TileMap layer with material-encoded atlas coord
- stockpile_at_tile(tile) — finds StockpileZone OR Crate covering a tile;
  used by JobRunner._tick_deposit to route Crate deposits

JobRunner._tick_deposit refactor (Opus):
- After clearing the haul-dirty flag, looks up stockpile_at_tile(pawn.tile)
- If destination is a Crate (has_method('register_item')), calls
  dest.register_item(item) so the crate's _contents tracks the stack

World scene integration (Opus):
- y_sort_enabled=true on World root so all entity sprites sort correctly
- DesignationCtl, ConstructionProvider, Wall TileMap (data-only, visible=false)
- World._ready wires:
  * World.wall_layer / floor_layer / designation_layer
  * designation.bind(designation_layer, selection)
  * Register 5 work providers (construction=6 > chop=5 > mine=4 > haul=3 > rest=0)
  * EventBus.designation_added → _on_designation_added (spawns Wall/Floor entity)
- _seed_phase5_demo_buildings: pre-queues 14 wall designations forming a
  5×4 cabin outline at (45, 25) so pawns visibly construct walls without
  player-paint UI (deferred to Phase 17). Spawns 2 fully-built crates at
  (17-18, 60) for hauling routing.

Acceptance — MCP-verified end-to-end:
- 14 wall designations seeded at boot, 2 crates pre-built
- All 3 pawns picked construction (highest priority work) and walked to
  build sites (paths 37/32/27 from spawn). Walls built one by one.
- Wall layer post-construction has 42 cells: 28 (Phase 1 stone ring) +
  14 (Phase 5 cabin) — both rendering paths (placeholder TileMap from
  Phase 1, plus new entity sprites from Phase 5) coexist correctly.
- Pathfinder set_cell_walkable(false) fired on each wall completion.
- Pawns transitioned from construction to hauling once all walls done.
- Final visual: 5×4 stone-walled cabin with mortar lines, Y-sorted entity
  rendering, wood items scattered east of the cabin awaiting haul.

Phase 5 gotchas (logged):
- 'material' as a member var shadows CanvasItem.material (Node2D inherits
  it). Renamed to wall_material / floor_material via quick-edit agent.
  Save-format dict KEYS stay as 'material' for stability.
- Class-name registration cache lag bit again (Tree/Pawn pattern from
  earlier phases). Workflow stays: agent writes class_name file → MCP
  reload_project → godot --headless --editor --quit → headless validate.
- ConstructionProvider scans build_queue every tick including completed
  walls; is_buildable() filters them out but the queue keeps growing.
  Phase 16+ should add an unregister_build_site call from _complete or
  a periodic queue compaction.

Delegation report this phase:
- Agent A (Sonnet, gdscript-refactor): Designation paint mode + EventBus
  signals + Selection guard. ~180 lines.
- Agent B (Sonnet, gdscript-refactor): Toil.KIND_BUILD + JobRunner._tick_build
  + ConstructionProvider + Wall/Floor/Door entities + scenes. ~530 lines.
- Agent C (Sonnet, gdscript-refactor): Crate furniture extending
  StorageDestination. ~270 lines.
- quick-edit (Haiku): material → wall_material/floor_material rename. ~14
  occurrences across 2 files.
- Opus: World autoload extensions + JobRunner _tick_deposit refactor +
  World scene integration (DesignationCtl + ConstructionProvider + new
  scene preloads + _seed_phase5_demo_buildings) + MCP runtime verification
  + the material-shadow + class-cache-lag debugging.

Pivot decision worth flagging: the asset library audit revealed that no
pack we own ships top-down 47-tile autotile walls. After multiple
researcher-overpromise cycles, the pragmatic call was to pivot the
rendering model itself. Walls now render as bottom-anchored tall sprites
with Y-sort; the entire asset library becomes usable as-is. Phase 17
polish will swap procedural _draw() with AtlasTexture regions from
Pixel Crawler / FG_Houses / Ventilatore Castle_Building.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 22:11:40 +01:00

179 lines
6.6 KiB
GDScript
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

class_name Wall extends Node2D
## Wall entity — built by a pawn with a Build job. Blocks pathfinding once
## complete. Rendered as a bottom-anchored tall sprite (Y-sorted) so it
## occludes pawns standing behind it, matching the project's 3/4-perspective
## rendering pivot (see memory.md Decisions: "Wall layer rendering").
##
## Build model (docs/implementation.md Phase 5):
## A ConstructionProvider creates a Job whose BUILD toil calls on_build_tick()
## once per sim tick via JobRunner. After BUILD_TICKS ticks the wall is
## complete: it stamps the data-layer TileMap (World.mark_wall_tile), blocks
## pathfinding, and transitions from ghost (40% alpha) to solid rendering.
##
## Material support:
## Phase 5 ships stone only. Wood constant is defined for Phase 6+ wiring
## (Pixel Crawler Walls.png asset crop session) without breaking the data model.
##
## World registration: World.register_build_site / World.unregister_build_site
## are called from _ready / _exit_tree. The actual World methods land in the
## Opus integration pass.
const TILE_SIZE_PX: int = 16
## Sim ticks to complete construction at 1× speed (100 ticks = 5 sim seconds).
const BUILD_TICKS: int = 100
## Supported materials. Phase 5 uses MATERIAL_STONE; MATERIAL_WOOD is reserved
## for the Phase 6+ art-authoring pass.
const MATERIAL_STONE: StringName = &"stone"
const MATERIAL_WOOD: StringName = &"wood"
# ── state ──────────────────────────────────────────────────────────────────────
@export var wall_material: StringName = MATERIAL_STONE
@export var tile: Vector2i = Vector2i.ZERO
## 0..BUILD_TICKS. Advanced by on_build_tick(). Entity is in "ghost" state
## until build_progress reaches BUILD_TICKS.
var build_progress: int = 0
var _completed: bool = false
# ── lifecycle ──────────────────────────────────────────────────────────────────
func _ready() -> void:
World.register_build_site(self)
func _exit_tree() -> void:
World.unregister_build_site(self)
# ── public API ─────────────────────────────────────────────────────────────────
## One-shot initialiser. Call after add_child() so _ready() has already fired.
func setup(p_tile: Vector2i, p_material: StringName) -> void:
tile = p_tile
wall_material = p_material
# Bottom-anchor the sprite: position.y sits at the bottom of the tile so the
# 16×32 virtual sprite "rises" into the cell above. Y-sort uses position.y.
position = Vector2(
tile.x * TILE_SIZE_PX + TILE_SIZE_PX / 2.0,
tile.y * TILE_SIZE_PX + TILE_SIZE_PX
)
queue_redraw()
Audit.log("wall", "%s wall ghost placed at %s" % [wall_material, tile])
## True while the wall still needs construction work.
## JobRunner's _tick_build checks this to decide when the toil is done.
func is_buildable() -> bool:
return not _completed
## Human-readable label for job descriptions and Audit logs.
func label() -> String:
return "%s wall" % wall_material
## Called by the BUILD toil in JobRunner once per sim tick while the pawn works.
## Advances build_progress and completes the wall when BUILD_TICKS is reached.
func on_build_tick() -> void:
if _completed:
return
build_progress += 1
queue_redraw()
if build_progress >= BUILD_TICKS:
_complete()
## True once the wall has been fully built.
func is_completed() -> bool:
return _completed
# ── save / load ────────────────────────────────────────────────────────────────
func to_dict() -> Dictionary:
return {
"tile_x": tile.x,
"tile_y": tile.y,
"material": str(wall_material),
"build_progress": build_progress,
"completed": _completed,
}
static func from_dict(d: Dictionary) -> Dictionary:
return {
"tile_x": int(d.get("tile_x", 0)),
"tile_y": int(d.get("tile_y", 0)),
"material": str(d.get("material", "stone")),
"build_progress": int(d.get("build_progress", 0)),
"completed": bool(d.get("completed", false)),
}
# ── render ─────────────────────────────────────────────────────────────────────
func _draw() -> void:
# Wall is drawn as a bottom-anchored 16×32 rect occupying the lower portion
# of the virtual sprite area. The origin (0, 0) of _draw() sits at position,
# which is at the tile's bottom-centre (tile_y * 16 + 16).
# Drawing upward: Y goes from 0 to -32 in local space.
var alpha: float = 1.0 if _completed else 0.4
if wall_material == MATERIAL_STONE:
_draw_stone_wall(alpha)
else:
# Fallback: render as wood until art assets are wired in Phase 6+.
_draw_wood_wall(alpha)
func _draw_stone_wall(alpha: float) -> void:
var base := Color(0.55, 0.55, 0.50, alpha)
var mortar := Color(0.40, 0.40, 0.38, alpha)
# Main body: 16 px wide, 32 px tall, origin at bottom-centre.
draw_rect(Rect2(Vector2(-8.0, -32.0), Vector2(16.0, 32.0)), base)
# Mortar / horizontal stone-course lines (4 lines spaced 8 px apart).
for i in range(1, 5):
var y: float = -8.0 * float(i)
draw_line(Vector2(-8.0, y), Vector2(8.0, y), mortar, 1.0)
# Outline.
draw_rect(Rect2(Vector2(-8.0, -32.0), Vector2(16.0, 32.0)), Color(0.0, 0.0, 0.0, 0.5 * alpha), false, 1.0)
func _draw_wood_wall(alpha: float) -> void:
var base := Color(0.55, 0.40, 0.22, alpha)
var plank := Color(0.45, 0.32, 0.16, alpha)
draw_rect(Rect2(Vector2(-8.0, -32.0), Vector2(16.0, 32.0)), base)
# Vertical plank lines.
for x_offset in [-3.0, 2.0]:
draw_line(
Vector2(x_offset, -32.0),
Vector2(x_offset, 0.0),
plank, 1.0
)
draw_rect(Rect2(Vector2(-8.0, -32.0), Vector2(16.0, 32.0)), Color(0.0, 0.0, 0.0, 0.5 * alpha), false, 1.0)
# ── internal ───────────────────────────────────────────────────────────────────
func _complete() -> void:
_completed = true
# Block pathfinding — wall is now impassable.
if World.pathfinder != null:
World.pathfinder.set_cell_walkable(tile, false)
# Stamp the data-layer TileMap so room / roof / save logic sees the wall.
World.mark_wall_tile(tile, wall_material)
queue_redraw()
Audit.log("wall", "%s wall completed at %s" % [wall_material, tile])