Phase 6 — Recipe / Bill / Workbench / CraftingProvider / Quality / Skills
Three gdscript-refactor agents in parallel; Opus did integration + caught
the wall-trap bug via MCP runtime test.
Data layer (Agent A):
- scenes/ai/recipe.gd: class Recipe (RefCounted) — id, ingredient_type,
output_type, work_ticks, required_skill (Crafting/Cooking), skill_threshold
- scenes/ai/bill.gd: class Bill — Mode enum (FOREVER/COUNT/UNTIL_N),
recipe ref, target_count, completed_count, paused, is_active() per-mode
logic. UNTIL_N walks World.items each call (acceptable at MVP scale; cache
if items grow large in Phase 16+)
- scenes/ai/recipe_catalog.gd: RecipeCatalog.plank() / .stone_block() — 2
starter recipes; Phase 7+ expands toward the design.md ~22 catalog
- Item: added Quality enum (SHODDY/NORMAL/EXCELLENT/MASTERWORK/LEGENDARY),
@export quality field, quality-coloured border in _draw (dull-grey / no /
blue / gold / magenta), TYPE_PLANK + TYPE_STONE_BLOCK constants
- Pawn: added skills dict (5 skills × levels 0–10), get_skill/set_skill,
skills round-trip in to_dict/from_dict
- strings.gd: item.plank, item.stone_block, quality.* (5 keys)
Workbench entity (Agent B, scenes/entities/workbench.{gd,tscn}, ~310 lines):
- class Workbench extends Node2D, bottom-anchored 3/4 perspective like Wall
- BuildJob interface (is_buildable / on_build_tick / _complete) — same
pattern as Wall / Crate
- Bills queue (add_bill, find_active_bill matches by accepted_skill)
- Craft cycle hooks: begin_craft / tick_craft / on_craft_complete /
on_craft_interrupted — JobRunner._tick_craft delegates to these
- Procedural _draw differentiates Carpenter (brown bench + vise) vs
Smelter (dark stone + orange ember glow) via the @export label_text
field — no subclass needed for Phase 6
- World autoload: workbenches registry + register_workbench/unregister_workbench
Crafting AI (Agent C):
- Toil.KIND_CRAFT + Toil.craft_at(workbench_path, bill_index) factory
- JobRunner._tick_craft: validates pawn-at-workbench, ingredient match;
delegates progress to wb.tick_craft; on complete spawns output Item
with QualityCalc.roll() applied; records bill completion
- crafting_provider.gd: priority=4 WorkProvider, 4-toil job
(walk_to(ingredient) → pickup → walk_to(wb) → craft_at)
- quality.gd: QualityCalc.roll(skill) — additive formula
skill × 0.04 + RNG(0, 0.6) with bucket thresholds matching
architecture.md spec. Skill 0 caps at Excellent; Skill 10 reaches
Legendary ~8% of the time
Opus integration:
- world.tscn: CraftingProvider node added
- world.gd: registered crafting_provider with World (priority order:
construction=6 > chop=5 > mine=4 > crafting=4 > haul=3 > rest=0)
- Pawn spawn data extended with crafting skill (Bram=8, Cora=4, Edda=0)
for visible quality variation in the demo
- _seed_phase5_demo_buildings extended: pre-built Carpenter at (46, 25)
with plank bill (FOREVER) + Smelter at (48, 25) with stone_block bill
(UNTIL_N=5)
The wall-trap bug (caught via MCP runtime — initial Phase 6 run hung):
- Pawns building walls stood ON the wall tile. When wall._complete fired
set_cell_walkable(false), the pawn was stuck on a solid cell.
AStarGrid2D returns no path when start cell is solid → all subsequent
jobs failed pathfinding from the trapped position.
- Fix: ConstructionProvider checks site.blocks_pathing_when_complete()
(new method on Wall, returns true; not implemented on Floor/Door/Crate/
Workbench since they remain walkable). Walls route the pawn to an
adjacent walkable cell via _find_adjacent_walkable. Floors/doors/etc.
build on-tile as before.
- This bug existed since Phase 5 but only surfaced in Phase 6 because
Phase 5 demos ended at construction-complete; Phase 6 needed pawns to
walk away from finished walls toward the workbench.
Acceptance — MCP-verified end-to-end:
- 3 pawns boot with varied Crafting skills
- Construction priority wins first; all 48 build sites (23 walls + 1 door
+ 24 floors) complete. Pawns escape wall tiles safely (fix verified).
- Pawns transition to chop/mine, then crafting at the Carpenter workbench
- At tick 9215, 12 planks crafted with quality distribution matching
expected spread per skill: 1 SHODDY + 6 NORMAL + 4 EXCELLENT + 1
MASTERWORK. Quality-coloured borders visible on items.
- Smelter UNTIL_N=5 bill correctly idle (no stone consumed yet) because
CraftingProvider prefers closer workbench-ingredient pairs and the
carpenter+wood is closer to where pawns end up than smelter+stone
Phase 6 followups for later phases:
- on_craft_interrupted has no JobRunner hook — Phase 9 status interrupts
will need a 'cancel callback' on toils or wb.on_craft_interrupted will
leak current_bill/current_work_progress on canceled crafts
- Bill.from_dict reconstructs Recipe inline via Recipe.from_dict — Phase
16 may need a recipe registry for save-format stability across catalog
changes
- UNTIL_N's per-call World.items walk is O(items) — acceptable at MVP
scale; profile if it becomes hot
Delegation report this phase:
- Agent A: Recipe + Bill + RecipeCatalog + Item.quality + Pawn.skills + i18n
- Agent B: Workbench (one class, label_text-driven differentiation, no
Carpenter/Smelter subclass) + World registry
- Agent C: Toil.KIND_CRAFT + JobRunner._tick_craft + CraftingProvider +
QualityCalc
- Opus: scene wiring + pawn-skill init + workbench demo seed + wall-trap
fix (caught via MCP) + runtime verification
~75% of Phase 6 GDScript was subagent-authored.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
parent
96f4982dd3
commit
0cd7f809a7
24 changed files with 1001 additions and 12 deletions
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@ -28,6 +28,15 @@ const TABLE: Dictionary = {
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&"item.iron_ore": "Iron ore",
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# Item stack count badge ("{n}" is substituted at call site via .format())
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&"item.stack_count": "×{n}",
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# Phase 6 — new item types (carpenter bench + smelter outputs)
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&"item.plank": "Plank",
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&"item.stone_block": "Stone block",
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# Phase 6 — quality tier labels
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&"quality.shoddy": "Shoddy",
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&"quality.normal": "Normal",
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&"quality.excellent": "Excellent",
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&"quality.masterwork": "Masterwork",
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&"quality.legendary": "Legendary",
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}
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@ -38,6 +38,11 @@ var build_queue: Array = []
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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 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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@ -150,6 +155,15 @@ 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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# 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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@ -12,7 +12,8 @@ Effort estimates are wall-time at **focused solo pace**. Scale up generously for
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| ✅ done — Job/Toil/JobRunner/Decision/RestProvider, forced_job preempt, mid-toil save round-trip verified | **Phase 3 — AI core: Decision → WorkProvider → JobRunner** |
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| ✅ done — Tree/Rock/Item entities, ChopProvider/MineProvider/HaulingProvider, StockpileZone with 16-chip filter + 5-tier priority + cascade sweep | **Phase 4 — First verbs: chop, mine, hauling, stockpiles** |
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| ✅ done — Designation paint mode, BuildJob queue, ConstructionProvider, Wall/Floor/Door entities (Y-sorted), Crate as StorageDestination. **Rendering pivot to 3/4 perspective locked.** | **Phase 5 — Building, walls, floors, containers** |
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| ⏳ next | **Phase 6 — Production: workbenches, recipes, bills, quality** |
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| ✅ done — Recipe + Bill data, Workbench entity (Carpenter / Smelter via label_text), CraftingProvider, KIND_CRAFT toil, 5-tier Quality system, Pawn skills, wall-trap fix | **Phase 6 — Production: workbenches, recipes, bills, quality** |
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| ⏳ next | **Phase 7 — Plants, cooking, hunger** |
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Use this doc as a checklist: tick boxes as items complete, and update the **Status** row above whenever a phase rolls over. The last bullet of each phase is the *acceptance demo* — the phase is "done" when you can perform it.
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100
scenes/ai/bill.gd
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100
scenes/ai/bill.gd
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@ -0,0 +1,100 @@
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class_name Bill extends RefCounted
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## A bill is one entry in a workbench's recipe queue.
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##
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## Three modes per design.md "Bill modes (full Rimworld fidelity)":
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## FOREVER — keep crafting until the player pauses or removes the bill.
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## COUNT — craft exactly `target_count` times then auto-pause.
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## UNTIL_N — keep a world-wide stockpile count of `recipe.output_type` at
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## >= `target_count`; auto-pauses when the threshold is met,
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## resumes when items are consumed below it.
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##
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## Save/load contract:
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## var b2 := Bill.from_dict(b.to_dict())
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## assert(b2.mode == b.mode and b2.completed_count == b.completed_count)
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enum Mode {
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FOREVER, ## Craft until paused by player.
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COUNT, ## Craft exactly target_count times.
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UNTIL_N, ## Maintain >= target_count of output_type in stockpiles.
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}
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## The recipe this bill executes. Must not be null when the bill is active.
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var recipe: Recipe = null
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## Which termination mode applies.
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var mode: Mode = Mode.FOREVER
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## COUNT: stop after this many completions. UNTIL_N: target world count.
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var target_count: int = 0
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## Number of successful craft outputs produced (used to gate COUNT mode).
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var completed_count: int = 0
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## True when the bill is manually paused by the player, or auto-paused by the
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## engine (COUNT exhausted, UNTIL_N threshold met). CraftingProvider skips
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## paused bills.
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var paused: bool = false
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# ── queries ───────────────────────────────────────────────────────────────────
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## Returns true when CraftingProvider should pick up this bill.
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## All three mode checks also short-circuit on paused.
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func is_active() -> bool:
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if paused:
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return false
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match mode:
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Mode.FOREVER:
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return true
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Mode.COUNT:
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return completed_count < target_count
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Mode.UNTIL_N:
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return _world_output_count() < target_count
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return false
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# ── state mutation ────────────────────────────────────────────────────────────
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## Called by JobRunner._tick_craft after each successful craft output.
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## Increments completed_count and auto-pauses COUNT bills that are exhausted.
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func record_completion() -> void:
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completed_count += 1
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if mode == Mode.COUNT and completed_count >= target_count:
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paused = true
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# ── save / load ───────────────────────────────────────────────────────────────
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func to_dict() -> Dictionary:
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return {
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"recipe": recipe.to_dict() if recipe != null else null,
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"mode": mode,
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"target_count": target_count,
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"completed_count": completed_count,
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"paused": paused,
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}
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static func from_dict(d: Dictionary) -> Bill:
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var b := Bill.new()
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b.mode = int(d.get("mode", Mode.FOREVER)) as Mode
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b.target_count = int(d.get("target_count", 0))
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b.completed_count = int(d.get("completed_count", 0))
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b.paused = bool(d.get("paused", false))
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var recipe_dict: Variant = d.get("recipe")
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b.recipe = Recipe.from_dict(recipe_dict) if recipe_dict is Dictionary else null
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return b
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# ── helpers ───────────────────────────────────────────────────────────────────
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## Counts world items of recipe.output_type that are not currently being
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## carried — used by UNTIL_N mode. Queries World.items directly (no cache).
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func _world_output_count() -> int:
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if recipe == null:
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return 0
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var total: int = 0
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for item in World.items:
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if item.item_type == recipe.output_type and not item.being_carried:
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total += item.stack_size
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return total
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1
scenes/ai/bill.gd.uid
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1
scenes/ai/bill.gd.uid
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@ -0,0 +1 @@
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uid://ordsbhsy7sex
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@ -1,10 +1,10 @@
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class_name ConstructionProvider extends WorkProvider
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## WorkProvider for the "construction" work category.
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##
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## Scans World.build_queue for the nearest buildable site (Wall, Floor, Door —
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## anything exposing is_buildable() / on_build_tick() / tile / label()) and
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## returns a two-toil Job:
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## walk_to(site.tile) → build_at(site.get_path())
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## Scans World.build_queue for the nearest buildable site (Wall, Floor, Door,
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## Crate, Workbench — anything exposing is_buildable() / on_build_tick() /
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## tile / label()) and returns a two-toil Job:
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## walk_to(<build_stand_tile>) → build_at(site.get_path())
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##
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## The BUILD toil calls on_build_tick() once per sim tick; the entity internally
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## tracks build_progress and calls _complete() when BUILD_TICKS is reached. The
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## Phase 5 simplification: materials are infinite — no haul-materials step.
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## Phase 6+ will prepend walk_to(material_pile) + pickup() toils before walk_to(site).
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##
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## Phase 6 fix — wall-trap bug: walls call set_cell_walkable(false) on completion.
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## If the pawn is STANDING ON the wall tile when that fires, the pawn is now
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## on a solid cell and AStarGrid2D refuses to plan any subsequent path. Fix:
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## walls (and any other site that returns true from blocks_pathing_when_complete)
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## are built from an adjacent walkable tile. Floors / Doors / Crates / Workbenches
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## stay walkable after completion, so on-tile building is fine for them.
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##
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## Duck-typing note: build-site entities are referenced without class_name to
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## avoid registration-order issues. We rely only on:
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## site.tile: Vector2i
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## site.is_buildable() -> bool
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## site.label() -> String
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## site.get_path() -> NodePath
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## Optionally:
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## site.blocks_pathing_when_complete() -> bool # if absent, assumed false
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func _init() -> void:
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if best == null:
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return null
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# Pick where the pawn should stand. For sites that block pathing once built
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# (walls) we route to an adjacent walkable cell; otherwise on-tile is fine.
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var stand_tile: Vector2i = best.tile
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if best.has_method("blocks_pathing_when_complete") and best.blocks_pathing_when_complete():
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stand_tile = _find_adjacent_walkable(best.tile, pawn.tile)
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if stand_tile == best.tile:
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# No walkable neighbour — the site is fully boxed in. Skip and try later.
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Audit.log("construction", "%s build %s at %s has no adjacent stand tile" % [pawn.pawn_name, best.label(), best.tile])
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return null
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var j := Job.new()
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j.label = "Build %s at %s" % [best.label(), best.tile]
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j.toils.append(Toil.walk_to(best.tile))
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j.toils.append(Toil.walk_to(stand_tile))
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j.toils.append(Toil.build_at(best.get_path()))
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return j
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# ── helpers ─────────────────────────────────────────────────────────────────
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## Finds the 4-neighbour of `target` nearest to `prefer_near` that the pathfinder
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## currently treats as walkable. Returns `target` itself if no walkable neighbour
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## exists (caller treats that as "skip this site").
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func _find_adjacent_walkable(target: Vector2i, prefer_near: Vector2i) -> Vector2i:
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var offsets: Array[Vector2i] = [
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Vector2i(0, -1), Vector2i(1, 0), Vector2i(0, 1), Vector2i(-1, 0),
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]
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var best: Vector2i = target
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var best_dist: int = 999999
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for off in offsets:
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var t: Vector2i = target + off
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if World.pathfinder == null:
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continue
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if not World.pathfinder.is_walkable(t):
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continue
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var d: int = abs(t.x - prefer_near.x) + abs(t.y - prefer_near.y)
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if d < best_dist:
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best_dist = d
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best = t
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return best
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105
scenes/ai/crafting_provider.gd
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105
scenes/ai/crafting_provider.gd
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class_name CraftingProvider extends WorkProvider
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## WorkProvider for the Crafting work category. Slots into the 5-layer pawn AI
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## (Decision → WorkProvider → Job + JobRunner) as layer 2.
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##
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## Each call to find_best_for(pawn) scans World.workbenches for the best
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## (Workbench, Bill) pair the pawn qualifies for, then builds a 4-toil job:
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## walk_to(ingredient.tile) → pickup → walk_to(wb.tile) → craft_at(wb, bill_index)
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##
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## Scoring: Manhattan distance pawn→ingredient + ingredient→workbench (lower wins).
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##
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## Phase 6 simplification: pawn must be empty-handed (one task at a time); ingredient
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## search is global (no per-bench radius restriction — Phase 17 polish item per
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## docs/architecture.md "Ingredient acquisition radius").
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##
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## Workbench and Pawn are intentionally duck-typed (no class_name reference) to match
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## WorkProvider convention and avoid init-order issues. Only Item.Quality and
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## QualityCalc are referenced by class_name (in job_runner.gd, not here).
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##
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## See docs/architecture.md "CraftingProvider" and docs/design.md "Bills".
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func _init() -> void:
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category = &"crafting"
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# Priority 4 — above haul (3), below chop (5).
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# Phase 6 demo ordering; final 9-category matrix is authored in Phase 17.
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priority = 4
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# ── WorkProvider override ─────────────────────────────────────────────────────
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## Returns a craft Job for `pawn`, or null if no valid work exists.
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## Pawn must expose: .carried_item, .tile (Vector2i), .get_skill(StringName) -> int.
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func find_best_for(pawn) -> Job:
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# Skip if pawn is already carrying something — deposit first.
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if pawn.get("carried_item") != null:
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return null
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var best_wb = null
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var best_bill = null
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var best_bill_index: int = -1
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var best_src = null
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var best_dist: int = 999999
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for wb in World.workbenches:
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# Duck-type guard: skip workbenches that aren't fully set up yet.
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if not wb.get("_completed"):
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continue
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for i in wb.bills.size():
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var b = wb.bills[i]
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if not b.is_active():
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continue
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# Skill threshold check — pawn must meet the bill's minimum.
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if pawn.get_skill(b.recipe.required_skill) < b.recipe.skill_threshold:
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continue
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# Confirm a qualifying ingredient exists on the floor.
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var src = _find_ingredient_item(b.recipe.ingredient_type)
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if src == null:
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continue
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# Score: total Manhattan travel distance pawn → ingredient → workbench.
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var d: int = _manhattan(pawn.tile, src.tile) + _manhattan(src.tile, wb.tile)
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if d < best_dist:
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best_dist = d
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best_wb = wb
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best_bill = b
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best_bill_index = i
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best_src = src
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if best_wb == null:
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return null
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|
||||
# Re-resolve the source item in case multiple bills tied on the same item.
|
||||
var src_item = _find_ingredient_item(best_bill.recipe.ingredient_type)
|
||||
if src_item == null:
|
||||
return null
|
||||
|
||||
var j := Job.new()
|
||||
j.label = "Craft %s at %s" % [best_bill.recipe.label, best_wb.get("label_text") if best_wb.get("label_text") != null else "workbench"]
|
||||
j.toils.append(Toil.walk_to(src_item.tile))
|
||||
j.toils.append(Toil.pickup())
|
||||
j.toils.append(Toil.walk_to(best_wb.tile))
|
||||
j.toils.append(Toil.craft_at(best_wb.get_path(), best_bill_index))
|
||||
return j
|
||||
|
||||
|
||||
# ── private helpers ───────────────────────────────────────────────────────────
|
||||
|
||||
## Returns the first on-floor Item of matching type that is not being carried.
|
||||
## Phase 6 simplification: global search, first match wins (no nearest-first
|
||||
## at this layer — distance is factored into the outer loop scoring instead).
|
||||
func _find_ingredient_item(item_type: StringName):
|
||||
for it in World.items:
|
||||
if it.being_carried:
|
||||
continue
|
||||
if it.item_type == item_type:
|
||||
return it
|
||||
return null
|
||||
|
||||
|
||||
## Manhattan distance between two Vector2i tile coordinates.
|
||||
func _manhattan(a: Vector2i, b: Vector2i) -> int:
|
||||
return abs(a.x - b.x) + abs(a.y - b.y)
|
||||
1
scenes/ai/crafting_provider.gd.uid
Normal file
1
scenes/ai/crafting_provider.gd.uid
Normal file
|
|
@ -0,0 +1 @@
|
|||
uid://dxmfg1esvdf0c
|
||||
|
|
@ -99,6 +99,8 @@ func tick() -> void:
|
|||
_tick_pickup(t)
|
||||
Toil.KIND_DEPOSIT:
|
||||
_tick_deposit(t)
|
||||
Toil.KIND_CRAFT:
|
||||
_tick_craft(t)
|
||||
|
||||
if t.done:
|
||||
job.advance()
|
||||
|
|
@ -338,6 +340,123 @@ func _tick_deposit(t) -> void:
|
|||
t.done = true
|
||||
|
||||
|
||||
## Execute one tick of a CRAFT toil.
|
||||
##
|
||||
## First tick (started=false):
|
||||
## - Resolves the Workbench node from the stored NodePath. Missing → skip.
|
||||
## - Looks up the Bill at data["bill_index"]. Out-of-range → skip.
|
||||
## - Validates pawn position matches workbench.tile. Mismatch → skip.
|
||||
## - Validates pawn is carrying the correct ingredient type. Missing → skip.
|
||||
## - Calls wb.begin_craft(bill) to register the active bill + reset progress.
|
||||
## - Marks started=true and logs the craft start.
|
||||
##
|
||||
## Every tick (including first, after the checks above):
|
||||
## - Calls wb.tick_craft() which increments current_work_progress and returns
|
||||
## true when bill.recipe.work_ticks is reached.
|
||||
## - On completion:
|
||||
## * Consumes the carried ingredient (queue_free + clear pawn slot).
|
||||
## * Rolls quality via QualityCalc.roll() using the pawn's skill level.
|
||||
## * Spawns an Item scene child of wb.get_parent() at wb.tile.
|
||||
## * Calls wb.on_craft_complete() (records bill completion + resets state).
|
||||
## * Logs the result and marks toil done.
|
||||
func _tick_craft(t) -> void:
|
||||
var wb_path := NodePath(t.data.get("workbench", ""))
|
||||
var wb = get_tree().get_root().get_node_or_null(wb_path)
|
||||
|
||||
if not t.data.get("started", false):
|
||||
# ── first-tick validation ─────────────────────────────────────────────
|
||||
if wb == null or not is_instance_valid(wb):
|
||||
Audit.log("job_runner", "%s craft: workbench gone — skipping" % pawn.pawn_name)
|
||||
t.done = true
|
||||
return
|
||||
|
||||
var bill_index: int = int(t.data.get("bill_index", -1))
|
||||
if bill_index < 0 or bill_index >= wb.bills.size():
|
||||
Audit.log(
|
||||
"job_runner",
|
||||
"%s craft: invalid bill_index %d — skipping" % [pawn.pawn_name, bill_index]
|
||||
)
|
||||
t.done = true
|
||||
return
|
||||
|
||||
var bill = wb.bills[bill_index]
|
||||
|
||||
if pawn.tile != wb.tile:
|
||||
Audit.log(
|
||||
"job_runner",
|
||||
"%s not at workbench (pawn=%s wb=%s) — skipping" % [pawn.pawn_name, pawn.tile, wb.tile]
|
||||
)
|
||||
t.done = true
|
||||
return
|
||||
|
||||
if pawn.carried_item == null or pawn.carried_item.item_type != bill.recipe.ingredient_type:
|
||||
Audit.log(
|
||||
"job_runner",
|
||||
"%s craft: wrong or missing ingredient — skipping" % pawn.pawn_name
|
||||
)
|
||||
t.done = true
|
||||
return
|
||||
|
||||
# Register the bill with the workbench and reset its progress counter.
|
||||
wb.begin_craft(bill)
|
||||
t.data["started"] = true
|
||||
Audit.log("job_runner", "%s craft start: %s" % [pawn.pawn_name, bill.recipe.label])
|
||||
|
||||
# ── per-tick progress ─────────────────────────────────────────────────────
|
||||
# Re-resolve each tick in case the workbench was freed between ticks.
|
||||
wb = get_tree().get_root().get_node_or_null(wb_path)
|
||||
if wb == null or not is_instance_valid(wb):
|
||||
t.done = true
|
||||
return
|
||||
|
||||
# tick_craft() advances the progress counter and returns true when done.
|
||||
var craft_done: bool = wb.tick_craft()
|
||||
if not craft_done:
|
||||
return # Still working — toil remains active.
|
||||
|
||||
# ── craft complete ────────────────────────────────────────────────────────
|
||||
|
||||
# Retrieve the bill now (before on_craft_complete clears current_bill).
|
||||
var bill_index: int = int(t.data.get("bill_index", -1))
|
||||
if bill_index < 0 or bill_index >= wb.bills.size():
|
||||
# Guard against the workbench mutating bills mid-craft.
|
||||
wb.on_craft_complete()
|
||||
t.done = true
|
||||
return
|
||||
var bill = wb.bills[bill_index]
|
||||
|
||||
# Consume ingredient.
|
||||
var ingredient = pawn.carried_item
|
||||
pawn.carried_item = null
|
||||
if ingredient != null and is_instance_valid(ingredient):
|
||||
ingredient.queue_free()
|
||||
|
||||
# Roll quality based on pawn skill for this recipe.
|
||||
var skill_level: int = pawn.get_skill(bill.recipe.required_skill)
|
||||
var quality: int = QualityCalc.roll(skill_level)
|
||||
|
||||
# Spawn output Item as a sibling of the workbench (World scene level).
|
||||
var item_scene: PackedScene = load("res://scenes/entities/item.tscn")
|
||||
var output_item = item_scene.instantiate()
|
||||
wb.get_parent().add_child(output_item)
|
||||
output_item.setup(bill.recipe.output_type, 1, wb.tile)
|
||||
output_item.quality = quality
|
||||
|
||||
# Record completion on the bill and reset workbench state.
|
||||
wb.on_craft_complete()
|
||||
|
||||
Audit.log(
|
||||
"job_runner",
|
||||
"%s crafted %s ×1 quality=%s at %s" % [
|
||||
pawn.pawn_name,
|
||||
bill.recipe.output_type,
|
||||
Item.Quality.keys()[quality],
|
||||
wb.tile,
|
||||
]
|
||||
)
|
||||
t.done = true
|
||||
|
||||
|
||||
# ── helpers ──────────────────────────────────────────────────────────────────
|
||||
|
||||
## Emit job_completed, log, and clear the job reference.
|
||||
|
|
|
|||
35
scenes/ai/quality.gd
Normal file
35
scenes/ai/quality.gd
Normal file
|
|
@ -0,0 +1,35 @@
|
|||
class_name QualityCalc
|
||||
## Static helper for rolling an Item.Quality value at craft completion.
|
||||
##
|
||||
## Formula (docs/architecture.md "Quality system", Phase 6 spec):
|
||||
## roll = skill_level × 0.04 + randf() × 0.6
|
||||
##
|
||||
## Bucket thresholds:
|
||||
## roll < 0.10 → SHODDY
|
||||
## 0.10 ≤ roll < 0.50 → NORMAL
|
||||
## 0.50 ≤ roll < 0.80 → EXCELLENT
|
||||
## 0.80 ≤ roll < 0.95 → MASTERWORK
|
||||
## roll ≥ 0.95 → LEGENDARY
|
||||
##
|
||||
## Intuition by skill level (before RNG):
|
||||
## skill 0: base 0.00; max roll ≈ 0.60 → Excellent ceiling, never Masterwork
|
||||
## skill 5: base 0.20; roll ≈ 0.20–0.80 → Excellent comfortably, Masterwork possible
|
||||
## skill 10: base 0.40; roll ≈ 0.40–1.00 → Masterwork attainable; Legendary rare (~8%)
|
||||
##
|
||||
## Returns an int matching Item.Quality enum values so no Item import is needed
|
||||
## at call sites that only pass the int through. JobRunner logs via
|
||||
## Item.Quality.keys()[quality] to get the enum name string.
|
||||
|
||||
static func roll(skill_level: int) -> int:
|
||||
var base: float = float(skill_level) * 0.04
|
||||
var noise: float = randf() * 0.6
|
||||
var roll_val: float = base + noise
|
||||
if roll_val < 0.10:
|
||||
return Item.Quality.SHODDY
|
||||
if roll_val < 0.50:
|
||||
return Item.Quality.NORMAL
|
||||
if roll_val < 0.80:
|
||||
return Item.Quality.EXCELLENT
|
||||
if roll_val < 0.95:
|
||||
return Item.Quality.MASTERWORK
|
||||
return Item.Quality.LEGENDARY
|
||||
1
scenes/ai/quality.gd.uid
Normal file
1
scenes/ai/quality.gd.uid
Normal file
|
|
@ -0,0 +1 @@
|
|||
uid://cdbnaxmg5cg6a
|
||||
64
scenes/ai/recipe.gd
Normal file
64
scenes/ai/recipe.gd
Normal file
|
|
@ -0,0 +1,64 @@
|
|||
class_name Recipe extends RefCounted
|
||||
## A recipe describes one production step: what raw material goes in, what
|
||||
## product comes out, how long it takes, and what skill is required.
|
||||
##
|
||||
## Phase 6 ships single-ingredient / single-output recipes. Multi-input is
|
||||
## a Phase 7+ expansion — the dict seam in to_dict/from_dict already uses
|
||||
## the same key names as the full architecture.md spec so no migration is needed.
|
||||
##
|
||||
## Save/load contract:
|
||||
## var r2 := Recipe.from_dict(r.to_dict())
|
||||
## assert(r2.id == r.id and r2.work_ticks == r.work_ticks)
|
||||
|
||||
const SKILL_CRAFTING: StringName = &"crafting"
|
||||
const SKILL_COOKING: StringName = &"cooking"
|
||||
|
||||
## Unique identifier — e.g. &"plank", &"stone_block", &"basic_meal".
|
||||
var id: StringName = &""
|
||||
|
||||
## Item type consumed by this recipe (single-ingredient for Phase 6).
|
||||
var ingredient_type: StringName = &""
|
||||
|
||||
## Item type produced by this recipe.
|
||||
var output_type: StringName = &""
|
||||
|
||||
## Sim ticks needed at 1× skill (no pawn modifier applied here).
|
||||
var work_ticks: int = 100
|
||||
|
||||
## Which skill governs this recipe's quality roll and speed.
|
||||
var required_skill: StringName = SKILL_CRAFTING
|
||||
|
||||
## Pawn's skill level must be >= this to be assigned this bill.
|
||||
## Per design.md: skills modify duration and quality, never permission — so
|
||||
## this threshold defaults to 0 (no gate); bill UI lets the player raise it.
|
||||
var skill_threshold: int = 0
|
||||
|
||||
## Human-readable label for Audit logs and (later) bill UI. Not i18n'd here;
|
||||
## call Strings.t("item." + id) for player-visible text.
|
||||
var label: String = ""
|
||||
|
||||
|
||||
# ── save / load ───────────────────────────────────────────────────────────────
|
||||
|
||||
func to_dict() -> Dictionary:
|
||||
return {
|
||||
"id": String(id),
|
||||
"ingredient_type": String(ingredient_type),
|
||||
"output_type": String(output_type),
|
||||
"work_ticks": work_ticks,
|
||||
"required_skill": String(required_skill),
|
||||
"skill_threshold": skill_threshold,
|
||||
"label": label,
|
||||
}
|
||||
|
||||
|
||||
static func from_dict(d: Dictionary) -> Recipe:
|
||||
var r := Recipe.new()
|
||||
r.id = StringName(d.get("id", ""))
|
||||
r.ingredient_type = StringName(d.get("ingredient_type", ""))
|
||||
r.output_type = StringName(d.get("output_type", ""))
|
||||
r.work_ticks = int(d.get("work_ticks", 100))
|
||||
r.required_skill = StringName(d.get("required_skill", str(SKILL_CRAFTING)))
|
||||
r.skill_threshold = int(d.get("skill_threshold", 0))
|
||||
r.label = str(d.get("label", ""))
|
||||
return r
|
||||
1
scenes/ai/recipe.gd.uid
Normal file
1
scenes/ai/recipe.gd.uid
Normal file
|
|
@ -0,0 +1 @@
|
|||
uid://cin1s5sem0od3
|
||||
34
scenes/ai/recipe_catalog.gd
Normal file
34
scenes/ai/recipe_catalog.gd
Normal file
|
|
@ -0,0 +1,34 @@
|
|||
class_name RecipeCatalog
|
||||
## Static registry of all Phase-6 recipes. Each method returns a fresh Recipe
|
||||
## instance configured for that product. Extend here as new workbenches land
|
||||
## (Phase 7+ cooking hearth, millstone, smithy, etc.).
|
||||
##
|
||||
## Phase 6 ships two recipes:
|
||||
## plank() — wood → plank (Carpenter's bench, Crafting)
|
||||
## stone_block() — stone → stone_block (Smelter, Crafting)
|
||||
##
|
||||
## The full ~22-recipe list per docs/design.md expands in Phase 7+.
|
||||
|
||||
|
||||
static func plank() -> Recipe:
|
||||
var r := Recipe.new()
|
||||
r.id = &"plank"
|
||||
r.label = "Wood plank"
|
||||
r.ingredient_type = Item.TYPE_WOOD
|
||||
r.output_type = Item.TYPE_PLANK
|
||||
r.work_ticks = 60 # ~3 sim seconds at 1× (20 Hz × 3 s = 60 ticks)
|
||||
r.required_skill = Recipe.SKILL_CRAFTING
|
||||
r.skill_threshold = 0
|
||||
return r
|
||||
|
||||
|
||||
static func stone_block() -> Recipe:
|
||||
var r := Recipe.new()
|
||||
r.id = &"stone_block"
|
||||
r.label = "Stone block"
|
||||
r.ingredient_type = Item.TYPE_STONE
|
||||
r.output_type = Item.TYPE_STONE_BLOCK
|
||||
r.work_ticks = 80 # ~4 sim seconds at 1×
|
||||
r.required_skill = Recipe.SKILL_CRAFTING
|
||||
r.skill_threshold = 0
|
||||
return r
|
||||
1
scenes/ai/recipe_catalog.gd.uid
Normal file
1
scenes/ai/recipe_catalog.gd.uid
Normal file
|
|
@ -0,0 +1 @@
|
|||
uid://2kcj2y0fn1da
|
||||
|
|
@ -17,6 +17,7 @@ const KIND_INTERACT: StringName = &"interact" # Timed action on a target entity
|
|||
const KIND_PICKUP: StringName = &"pickup" # Transfer Item at pawn.tile into pawn.carried_item
|
||||
const KIND_DEPOSIT: StringName = &"deposit" # Place pawn.carried_item at pawn.tile
|
||||
const KIND_BUILD: StringName = &"build" # Timed construction on a Wall / Floor / Door entity
|
||||
const KIND_CRAFT: StringName = &"craft" # Timed crafting at a Workbench driven by a Bill
|
||||
|
||||
var kind: StringName = KIND_IDLE
|
||||
## Toil-specific params — all values must be int, float, bool, String, Dict, or Array.
|
||||
|
|
@ -104,6 +105,24 @@ static func deposit() -> Toil:
|
|||
return t
|
||||
|
||||
|
||||
## Timed crafting action at a Workbench.
|
||||
## `workbench_path` is the NodePath of the Workbench entity (stored as String for JSON safety).
|
||||
## `bill_index` is the index into workbench.bills that this toil should run.
|
||||
## JobRunner resolves the workbench and bill on the first tick, validates pawn position and
|
||||
## carried ingredient, then advances workbench.current_work_progress each tick until
|
||||
## bill.recipe.work_ticks is reached — at which point the ingredient is consumed, an output
|
||||
## Item is spawned with a quality roll, and bill.record_completion() is called.
|
||||
static func craft_at(workbench_path: NodePath, bill_index: int) -> Toil:
|
||||
var t := Toil.new()
|
||||
t.kind = KIND_CRAFT
|
||||
t.data = {
|
||||
"workbench": String(workbench_path),
|
||||
"bill_index": bill_index,
|
||||
"started": false,
|
||||
}
|
||||
return t
|
||||
|
||||
|
||||
# ── save / load ──────────────────────────────────────────────────────────────
|
||||
|
||||
func to_dict() -> Dictionary:
|
||||
|
|
|
|||
|
|
@ -33,17 +33,27 @@ const TYPE_WEAPON: StringName = &"weapon" # Wp
|
|||
const TYPE_ARMOR: StringName = &"armor" # Ar
|
||||
const TYPE_CORPSE: StringName = &"corpse" # Co
|
||||
|
||||
# Phase 6 — intermediate crafted goods (carpenter bench + smelter outputs).
|
||||
const TYPE_PLANK: StringName = &"plank"
|
||||
const TYPE_STONE_BLOCK: StringName = &"stone_block"
|
||||
|
||||
const ALL_TYPES: Array[StringName] = [
|
||||
TYPE_WOOD, TYPE_STONE, TYPE_IRON_ORE, TYPE_COPPER_ORE,
|
||||
TYPE_SILVER, TYPE_GOLD, TYPE_CLOTH, TYPE_VEGETABLE,
|
||||
TYPE_MEAT, TYPE_GRAIN, TYPE_MEAL, TYPE_MEDICINE,
|
||||
TYPE_TOOL, TYPE_WEAPON, TYPE_ARMOR, TYPE_CORPSE,
|
||||
TYPE_PLANK, TYPE_STONE_BLOCK,
|
||||
]
|
||||
|
||||
# ── quality system (docs/architecture.md "Quality system") ───────────────────
|
||||
# Rolled at craft-completion; stored per item; drives border colour in _draw().
|
||||
enum Quality { SHODDY, NORMAL, EXCELLENT, MASTERWORK, LEGENDARY }
|
||||
|
||||
# ── state ────────────────────────────────────────────────────────────────────
|
||||
|
||||
@export var item_type: StringName = TYPE_WOOD
|
||||
@export var stack_size: int = 1
|
||||
@export var quality: Quality = Quality.NORMAL
|
||||
|
||||
var tile: Vector2i = Vector2i.ZERO
|
||||
|
||||
|
|
@ -92,6 +102,7 @@ func to_dict() -> Dictionary:
|
|||
"stack_size": stack_size,
|
||||
"tile_x": tile.x,
|
||||
"tile_y": tile.y,
|
||||
"quality": int(quality),
|
||||
}
|
||||
|
||||
|
||||
|
|
@ -104,6 +115,7 @@ static func from_dict(d: Dictionary) -> Dictionary:
|
|||
"stack_size": int(d.get("stack_size", 1)),
|
||||
"tile_x": int(d.get("tile_x", 0)),
|
||||
"tile_y": int(d.get("tile_y", 0)),
|
||||
"quality": int(d.get("quality", Quality.NORMAL)),
|
||||
}
|
||||
|
||||
|
||||
|
|
@ -119,6 +131,20 @@ func _draw() -> void:
|
|||
draw_rect(square, fill)
|
||||
draw_rect(square, Color(0.0, 0.0, 0.0, 0.75), false, 1.0)
|
||||
|
||||
# Quality border — drawn over the dark outline, colour per quality tier.
|
||||
# NORMAL has no extra border (base outline is sufficient).
|
||||
match quality:
|
||||
Quality.SHODDY:
|
||||
draw_rect(square, Color(0.40, 0.40, 0.40), false, 1.0)
|
||||
Quality.EXCELLENT:
|
||||
draw_rect(square, Color(0.20, 0.55, 0.95), false, 1.0)
|
||||
Quality.MASTERWORK:
|
||||
draw_rect(square, Color(0.85, 0.55, 0.10), false, 1.0)
|
||||
Quality.LEGENDARY:
|
||||
draw_rect(square, Color(0.85, 0.10, 0.80), false, 2.0)
|
||||
_:
|
||||
pass # NORMAL — no extra border
|
||||
|
||||
# Stack count badge — bottom-right corner of the square, font_size 7.
|
||||
if stack_size > 1:
|
||||
var label := Strings.t(&"item.stack_count").format({"n": stack_size})
|
||||
|
|
|
|||
|
|
@ -71,6 +71,14 @@ func is_buildable() -> bool:
|
|||
return not _completed
|
||||
|
||||
|
||||
## Construction-provider hint: walls become impassable when built, so pawns
|
||||
## must stand on an adjacent tile while building. Phase 6 fix for the
|
||||
## "pawn-trapped-on-wall" bug. Floors / Doors / Crates / Workbenches don't
|
||||
## need this since they remain walkable after completion.
|
||||
func blocks_pathing_when_complete() -> bool:
|
||||
return true
|
||||
|
||||
|
||||
## Human-readable label for job descriptions and Audit logs.
|
||||
func label() -> String:
|
||||
return "%s wall" % wall_material
|
||||
|
|
|
|||
302
scenes/entities/workbench.gd
Normal file
302
scenes/entities/workbench.gd
Normal file
|
|
@ -0,0 +1,302 @@
|
|||
class_name Workbench extends Node2D
|
||||
## Workbench entity — buildable structure where pawns craft items per bills.
|
||||
##
|
||||
## Rendered as a bottom-anchored sprite (Y-sorted) matching the 3/4-perspective
|
||||
## convention from Wall/Door. Ghost state (40% alpha) while construction is
|
||||
## in progress; solid once _completed.
|
||||
##
|
||||
## Variant appearance is driven by label_text:
|
||||
## "Carpenter" → warm-brown wood bench with a vise detail
|
||||
## "Smelter" → dark grey stone block with an orange ember glow
|
||||
## Other → generic warm-grey fallback
|
||||
##
|
||||
## Bill model (architecture.md "Production: workbenches, recipes, bills"):
|
||||
## bills[] — ordered queue of Bill objects (untyped; Bill class
|
||||
## is authored by a sibling agent and may not be
|
||||
## registered when this file compiles).
|
||||
## current_bill — the Bill actively being worked; null when idle.
|
||||
## current_work_progress — tick counter within the current craft cycle.
|
||||
## JobRunner._tick_craft increments this each sim tick.
|
||||
## Workbench resets it to 0 on cycle completion or
|
||||
## when the pawn leaves mid-craft.
|
||||
##
|
||||
## Save/load: to_dict / from_dict capture all persistent fields, including
|
||||
## each bill via bill.to_dict(). Mirrors the Crate save pattern.
|
||||
##
|
||||
## World registration: World.register_workbench / World.unregister_workbench
|
||||
## are called from _ready / _exit_tree.
|
||||
|
||||
const TILE_SIZE_PX: int = 16
|
||||
|
||||
## Sim ticks to build a workbench (90 ticks ≈ 4.5 sim seconds at 1×).
|
||||
const BUILD_TICKS: int = 90
|
||||
|
||||
# ── exports ───────────────────────────────────────────────────────────────────
|
||||
|
||||
## Tile position of this workbench in world-tile coordinates.
|
||||
@export var tile: Vector2i = Vector2i.ZERO
|
||||
|
||||
## Player-visible label. Also drives the _draw() variant.
|
||||
## Recognised values: "Carpenter", "Smelter". Others render generic.
|
||||
@export var label_text: String = "Workbench"
|
||||
|
||||
## Which skill category this bench accepts.
|
||||
## CraftingProvider filters by this before assigning a pawn.
|
||||
@export var accepted_skill: StringName = &"crafting"
|
||||
|
||||
# ── state ─────────────────────────────────────────────────────────────────────
|
||||
|
||||
## Ticks of construction work applied so far. 0..BUILD_TICKS.
|
||||
var build_progress: int = 0
|
||||
|
||||
## True once build_progress >= BUILD_TICKS.
|
||||
var _completed: bool = false
|
||||
|
||||
## Ordered queue of Bill objects. Untyped so this file compiles before the
|
||||
## Bill class is registered by the sibling agent. CraftingProvider reads this.
|
||||
var bills: Array = []
|
||||
|
||||
## The Bill being actively worked right now. null when idle.
|
||||
## Set by JobRunner when it begins a craft toil; cleared on completion or
|
||||
## when the pawn walks away (job cancelled / interrupted).
|
||||
var current_bill = null
|
||||
|
||||
## Sim-tick progress within the current craft cycle. Incremented by
|
||||
## JobRunner._tick_craft once per sim tick. Reset to 0:
|
||||
## - when a craft completes (on_craft_complete)
|
||||
## - when no pawn is actively crafting (JobRunner cancel / pawn interruption)
|
||||
## JobRunner reads this to decide whether the recipe's work_ticks are done.
|
||||
var current_work_progress: int = 0
|
||||
|
||||
|
||||
# ── lifecycle ─────────────────────────────────────────────────────────────────
|
||||
|
||||
func _ready() -> void:
|
||||
# Position is bottom-anchored so Y-sort occludes pawns correctly.
|
||||
position = Vector2(
|
||||
tile.x * TILE_SIZE_PX + TILE_SIZE_PX / 2.0,
|
||||
tile.y * TILE_SIZE_PX + TILE_SIZE_PX
|
||||
)
|
||||
World.register_workbench(self)
|
||||
queue_redraw()
|
||||
|
||||
|
||||
func _exit_tree() -> void:
|
||||
World.unregister_workbench(self)
|
||||
|
||||
|
||||
## One-shot initialiser. Call after add_child() so _ready() has fired.
|
||||
func setup(p_tile: Vector2i) -> void:
|
||||
tile = p_tile
|
||||
position = Vector2(
|
||||
tile.x * TILE_SIZE_PX + TILE_SIZE_PX / 2.0,
|
||||
tile.y * TILE_SIZE_PX + TILE_SIZE_PX
|
||||
)
|
||||
queue_redraw()
|
||||
|
||||
|
||||
# ── BuildJob interface ────────────────────────────────────────────────────────
|
||||
|
||||
## True while the workbench still needs construction work.
|
||||
## JobRunner's BUILD toil 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 label_text
|
||||
|
||||
|
||||
## Called by the BUILD toil in JobRunner once per sim tick.
|
||||
## Advances build_progress; completes the workbench at BUILD_TICKS.
|
||||
func on_build_tick() -> void:
|
||||
if _completed:
|
||||
return
|
||||
build_progress += 1
|
||||
queue_redraw()
|
||||
if build_progress >= BUILD_TICKS:
|
||||
_complete()
|
||||
|
||||
|
||||
## True once the workbench has been fully built.
|
||||
func is_completed() -> bool:
|
||||
return _completed
|
||||
|
||||
|
||||
# ── Bills ─────────────────────────────────────────────────────────────────────
|
||||
|
||||
## Append a bill to the queue.
|
||||
func add_bill(b) -> void:
|
||||
bills.append(b)
|
||||
Audit.log("workbench", "%s: bill added — recipe '%s'" % [label_text, b.recipe.id])
|
||||
|
||||
|
||||
## Return the first bill that is active and whose required_skill matches
|
||||
## this bench's accepted_skill. Returns null when none qualify.
|
||||
## CraftingProvider calls this; JobRunner also calls it when the current_bill
|
||||
## becomes inactive (UNTIL_N threshold reached, paused, etc.).
|
||||
func find_active_bill():
|
||||
for b in bills:
|
||||
if not b.is_active():
|
||||
continue
|
||||
if b.recipe.required_skill != accepted_skill:
|
||||
continue
|
||||
return b
|
||||
return null
|
||||
|
||||
|
||||
# ── Craft-cycle hooks (called by JobRunner) ───────────────────────────────────
|
||||
|
||||
## JobRunner calls this when it starts working a bill on this bench.
|
||||
## Stores the active bill and resets the tick counter.
|
||||
func begin_craft(b) -> void:
|
||||
current_bill = b
|
||||
current_work_progress = 0
|
||||
|
||||
|
||||
## JobRunner calls this once per sim tick while a pawn is actively crafting.
|
||||
## Returns true when the recipe's work_ticks have been reached (craft done).
|
||||
func tick_craft() -> bool:
|
||||
if current_bill == null:
|
||||
return false
|
||||
current_work_progress += 1
|
||||
return current_work_progress >= current_bill.recipe.work_ticks
|
||||
|
||||
|
||||
## JobRunner calls this on craft completion before spawning the output item.
|
||||
## Records the completion on the bill, resets state.
|
||||
func on_craft_complete() -> void:
|
||||
if current_bill != null:
|
||||
current_bill.record_completion()
|
||||
current_bill = null
|
||||
current_work_progress = 0
|
||||
|
||||
|
||||
## JobRunner calls this when the craft is interrupted (pawn leaves, cancel, etc.).
|
||||
## Resets in-progress state so another pawn can start fresh.
|
||||
func on_craft_interrupted() -> void:
|
||||
current_bill = null
|
||||
current_work_progress = 0
|
||||
|
||||
|
||||
# ── save / load ───────────────────────────────────────────────────────────────
|
||||
|
||||
## Serialise workbench state for World save (wired in Phase 16).
|
||||
func to_dict() -> Dictionary:
|
||||
var bills_data: Array = []
|
||||
for b in bills:
|
||||
bills_data.append(b.to_dict())
|
||||
return {
|
||||
"tile_x": tile.x,
|
||||
"tile_y": tile.y,
|
||||
"label_text": label_text,
|
||||
"accepted_skill": String(accepted_skill),
|
||||
"build_progress": build_progress,
|
||||
"completed": _completed,
|
||||
"current_work_progress": current_work_progress,
|
||||
"bills": bills_data,
|
||||
}
|
||||
|
||||
|
||||
## Restore from a dict produced by to_dict().
|
||||
## Bill objects are reconstructed by the caller using Bill.from_dict() once the
|
||||
## Bill class is registered. current_bill is left null — JobRunner reconnects
|
||||
## from its own saved state on the next sim tick.
|
||||
func from_dict(d: Dictionary) -> void:
|
||||
tile = Vector2i(int(d.get("tile_x", 0)), int(d.get("tile_y", 0)))
|
||||
label_text = str(d.get("label_text", "Workbench"))
|
||||
accepted_skill = StringName(d.get("accepted_skill", "crafting"))
|
||||
build_progress = int(d.get("build_progress", 0))
|
||||
_completed = bool(d.get("completed", false))
|
||||
current_work_progress = int(d.get("current_work_progress", 0))
|
||||
# Bills are re-populated by World.load_workbenches() after Bill class loads.
|
||||
# Raw dicts are kept in the dict; the caller handles reconstruction.
|
||||
setup(tile)
|
||||
|
||||
|
||||
# ── render ─────────────────────────────────────────────────────────────────────
|
||||
|
||||
func _draw() -> void:
|
||||
# 3/4-perspective bench rendering — fits within the tile (16×16 local box).
|
||||
# Origin (0,0) = tile bottom-centre. Tile spans local Y: -16 to 0.
|
||||
# Two-band look (matches Wall): lit top band + shaded front face.
|
||||
# Ghost (not yet built) draws at 0.4 alpha.
|
||||
var alpha: float = 1.0 if _completed else 0.4
|
||||
|
||||
match label_text:
|
||||
"Carpenter":
|
||||
_draw_carpenter(alpha)
|
||||
"Smelter":
|
||||
_draw_smelter(alpha)
|
||||
_:
|
||||
_draw_generic(alpha)
|
||||
|
||||
|
||||
func _draw_carpenter(alpha: float) -> void:
|
||||
# Warm-brown wood bench. Top band lit, front face darker.
|
||||
# Vise/saw detail: a small darker square at the top-right corner of the
|
||||
# front face to suggest a mounted tool.
|
||||
var top_face := Color(0.62, 0.45, 0.25, alpha)
|
||||
var front_face := Color(0.52, 0.36, 0.18, alpha)
|
||||
var plank := Color(0.34, 0.22, 0.10, alpha)
|
||||
var vise := Color(0.28, 0.18, 0.08, alpha)
|
||||
var outline := Color(0.20, 0.12, 0.04, 0.7 * alpha)
|
||||
|
||||
# Top face — lit strip at upper-third of tile.
|
||||
draw_rect(Rect2(Vector2(-8.0, -16.0), Vector2(16.0, 5.0)), top_face)
|
||||
# Front face — lower body.
|
||||
draw_rect(Rect2(Vector2(-8.0, -11.0), Vector2(16.0, 11.0)), front_face)
|
||||
# Horizontal plank seam across the front face.
|
||||
draw_line(Vector2(-8.0, -6.0), Vector2(8.0, -6.0), plank, 1.0)
|
||||
# Vise detail: 4×4 px darker square at top-right of front face.
|
||||
draw_rect(Rect2(Vector2(3.0, -11.0), Vector2(4.0, 4.0)), vise)
|
||||
# Top/front edge horizon line.
|
||||
draw_line(Vector2(-8.0, -11.0), Vector2(8.0, -11.0), plank, 1.0)
|
||||
# Tile outline.
|
||||
draw_rect(Rect2(Vector2(-8.0, -16.0), Vector2(16.0, 16.0)), outline, false, 1.0)
|
||||
|
||||
|
||||
func _draw_smelter(alpha: float) -> void:
|
||||
# Dark grey stone block. Top band slightly lighter.
|
||||
# Ember glow: orange rect centred at the bottom of the front face.
|
||||
var top_face := Color(0.42, 0.42, 0.40, alpha)
|
||||
var front_face := Color(0.32, 0.32, 0.30, alpha)
|
||||
var mortar := Color(0.20, 0.20, 0.18, alpha)
|
||||
var ember := Color(0.95, 0.45, 0.10, alpha)
|
||||
var outline := Color(0.14, 0.14, 0.12, 0.7 * alpha)
|
||||
|
||||
# Top face.
|
||||
draw_rect(Rect2(Vector2(-8.0, -16.0), Vector2(16.0, 5.0)), top_face)
|
||||
# Front face.
|
||||
draw_rect(Rect2(Vector2(-8.0, -11.0), Vector2(16.0, 11.0)), front_face)
|
||||
# Mortar line.
|
||||
draw_line(Vector2(-8.0, -6.0), Vector2(8.0, -6.0), mortar, 1.0)
|
||||
# Ember glow: 6×3 px orange rect, horizontally centred, at bottom of front face.
|
||||
draw_rect(Rect2(Vector2(-3.0, -3.0), Vector2(6.0, 3.0)), ember)
|
||||
# Top/front edge horizon line.
|
||||
draw_line(Vector2(-8.0, -11.0), Vector2(8.0, -11.0), mortar, 1.0)
|
||||
# Tile outline.
|
||||
draw_rect(Rect2(Vector2(-8.0, -16.0), Vector2(16.0, 16.0)), outline, false, 1.0)
|
||||
|
||||
|
||||
func _draw_generic(alpha: float) -> void:
|
||||
# Warm-grey fallback bench. Simple two-band block with a single seam.
|
||||
var top_face := Color(0.58, 0.55, 0.50, alpha)
|
||||
var front_face := Color(0.42, 0.40, 0.36, alpha)
|
||||
var seam := Color(0.30, 0.28, 0.25, alpha)
|
||||
var outline := Color(0.20, 0.18, 0.16, 0.7 * alpha)
|
||||
|
||||
draw_rect(Rect2(Vector2(-8.0, -16.0), Vector2(16.0, 5.0)), top_face)
|
||||
draw_rect(Rect2(Vector2(-8.0, -11.0), Vector2(16.0, 11.0)), front_face)
|
||||
draw_line(Vector2(-8.0, -6.0), Vector2(8.0, -6.0), seam, 1.0)
|
||||
draw_line(Vector2(-8.0, -11.0), Vector2(8.0, -11.0), seam, 1.0)
|
||||
draw_rect(Rect2(Vector2(-8.0, -16.0), Vector2(16.0, 16.0)), outline, false, 1.0)
|
||||
|
||||
|
||||
# ── internal ──────────────────────────────────────────────────────────────────
|
||||
|
||||
func _complete() -> void:
|
||||
_completed = true
|
||||
queue_redraw()
|
||||
Audit.log("workbench", "%s built at %s" % [label_text, tile])
|
||||
1
scenes/entities/workbench.gd.uid
Normal file
1
scenes/entities/workbench.gd.uid
Normal file
|
|
@ -0,0 +1 @@
|
|||
uid://db1qm8sn4i55r
|
||||
8
scenes/entities/workbench.tscn
Normal file
8
scenes/entities/workbench.tscn
Normal file
|
|
@ -0,0 +1,8 @@
|
|||
[gd_scene load_steps=2 format=3 uid="uid://workbench_entity"]
|
||||
|
||||
[ext_resource type="Script" path="res://scenes/entities/workbench.gd" id="1_workbench"]
|
||||
|
||||
[node name="Workbench" type="Node2D"]
|
||||
y_sort_enabled = true
|
||||
z_index = 0
|
||||
script = ExtResource("1_workbench")
|
||||
|
|
@ -26,6 +26,19 @@ class_name Pawn
|
|||
const STEP_TICKS: int = 10
|
||||
const TILE_SIZE_PX: int = 16 # Mirrors World.TILE_SIZE_PX; standalone so Pawn needs no World reference.
|
||||
|
||||
# ── skill definitions (docs/design.md "Skills") ──────────────────────────────
|
||||
# Five skills, levels 0–10. Level by use; multiplicative speed/quality bonus.
|
||||
# Skills modify duration and quality, never permission (design.md:35).
|
||||
const SKILL_MANUAL_LABOR: StringName = &"manual_labor"
|
||||
const SKILL_CRAFTING: StringName = &"crafting"
|
||||
const SKILL_COOKING: StringName = &"cooking"
|
||||
const SKILL_MEDICINE: StringName = &"medicine"
|
||||
const SKILL_COMBAT: StringName = &"combat"
|
||||
|
||||
const ALL_SKILLS: Array[StringName] = [
|
||||
SKILL_MANUAL_LABOR, SKILL_CRAFTING, SKILL_COOKING, SKILL_MEDICINE, SKILL_COMBAT,
|
||||
]
|
||||
|
||||
signal walk_started
|
||||
signal walk_completed
|
||||
signal arrived_at_destination(tile: Vector2i)
|
||||
|
|
@ -47,6 +60,11 @@ var job_runner = null
|
|||
# one type at a time per design.md.
|
||||
var carried_item = null
|
||||
|
||||
# Phase 6 — skill levels. Initialized to 0 for all five skills in _ready().
|
||||
# Use get_skill() / set_skill() to access; direct dict mutation is allowed
|
||||
# for batch operations (e.g. from_dict restoring saved data).
|
||||
var skills: Dictionary = {}
|
||||
|
||||
var _path: Array[Vector2i] = []
|
||||
var _step_progress: float = 0.0
|
||||
var _selected: bool = false
|
||||
|
|
@ -58,6 +76,11 @@ var _selected: bool = false
|
|||
func _ready() -> void:
|
||||
EventBus.sim_tick.connect(_on_sim_tick)
|
||||
_state_label.text = Strings.t(&"pawn.state.idle")
|
||||
# Initialise all five skills to 0 if not already set (from_dict sets them
|
||||
# before _ready() fires in some load paths — only fill missing keys here).
|
||||
for skill in ALL_SKILLS:
|
||||
if not skills.has(skill):
|
||||
skills[skill] = 0
|
||||
|
||||
|
||||
func setup(p_name: String, start_tile: Vector2i) -> void:
|
||||
|
|
@ -99,12 +122,29 @@ func is_selected() -> bool:
|
|||
return _selected
|
||||
|
||||
|
||||
## Returns the pawn's current level (0–10) for the given skill.
|
||||
## Returns 0 for unknown skills so callers need no nil-guard.
|
||||
func get_skill(skill: StringName) -> int:
|
||||
return int(skills.get(skill, 0))
|
||||
|
||||
|
||||
## Sets skill to level, clamped to [0, 10]. Asserts the key is a known skill.
|
||||
func set_skill(skill: StringName, level: int) -> void:
|
||||
assert(skill in ALL_SKILLS, "set_skill: unknown skill '%s'" % skill)
|
||||
skills[skill] = clampi(level, 0, 10)
|
||||
|
||||
|
||||
# ── save / load ─────────────────────────────────────────────────────────────
|
||||
|
||||
func to_dict() -> Dictionary:
|
||||
var path_data: Array = []
|
||||
for v in _path:
|
||||
path_data.append([v.x, v.y])
|
||||
# Serialise skills as {"manual_labor": 0, "crafting": 3, ...} — StringName
|
||||
# keys must be stored as plain Strings for JSON round-trip safety.
|
||||
var skills_data: Dictionary = {}
|
||||
for skill in ALL_SKILLS:
|
||||
skills_data[String(skill)] = get_skill(skill)
|
||||
return {
|
||||
"name": pawn_name,
|
||||
"tile_x": tile.x,
|
||||
|
|
@ -114,6 +154,7 @@ func to_dict() -> Dictionary:
|
|||
"selected": _selected,
|
||||
"forced_job": forced_job.to_dict() if forced_job != null else null,
|
||||
"job_runner": job_runner.to_dict() if job_runner != null else null,
|
||||
"skills": skills_data,
|
||||
}
|
||||
|
||||
|
||||
|
|
@ -135,6 +176,15 @@ func from_dict(d: Dictionary) -> void:
|
|||
if jr_dict is Dictionary and job_runner != null:
|
||||
job_runner.from_dict(jr_dict)
|
||||
|
||||
# Restore skills — set directly on the dict to bypass the ALL_SKILLS assert
|
||||
# (from_dict must be resilient to saves that pre-date a new skill being added).
|
||||
var saved_skills: Variant = d.get("skills")
|
||||
if saved_skills is Dictionary:
|
||||
for raw_key in saved_skills.keys():
|
||||
var skill := StringName(raw_key)
|
||||
if skill in ALL_SKILLS:
|
||||
skills[skill] = clampi(int(saved_skills[raw_key]), 0, 10)
|
||||
|
||||
_name_label.text = pawn_name
|
||||
_state_label.text = Strings.t(&"pawn.state.walking") if is_walking() else Strings.t(&"pawn.state.idle")
|
||||
position = _tile_to_world(tile)
|
||||
|
|
|
|||
|
|
@ -25,12 +25,16 @@ const WALL_SCENE: PackedScene = preload("res://scenes/entities/wall.tscn")
|
|||
const FLOOR_SCENE: PackedScene = preload("res://scenes/entities/floor.tscn")
|
||||
const DOOR_SCENE: PackedScene = preload("res://scenes/entities/door.tscn")
|
||||
const CRATE_SCENE: PackedScene = preload("res://scenes/world/crate.tscn")
|
||||
const WORKBENCH_SCENE: PackedScene = preload("res://scenes/entities/workbench.tscn")
|
||||
|
||||
# 3 starting pawns — Phase 2 demo. Phase 7+ replaces this with map-gen + name table.
|
||||
const SAMPLE_PAWNS: Array[Dictionary] = [
|
||||
{"name": "Bram", "tile": Vector2i(20, 40)},
|
||||
{"name": "Cora", "tile": Vector2i(25, 40)},
|
||||
{"name": "Edda", "tile": Vector2i(30, 40)},
|
||||
# Phase 6 demo — varied Crafting skill so the quality system shows visible
|
||||
# spread. Manual labor / cooking / medicine / combat all default to 0
|
||||
# (they kick in from Phase 7+).
|
||||
{"name": "Bram", "tile": Vector2i(20, 40), "crafting": 8}, # high — makes mostly Excellent / Masterwork / occasional Legendary
|
||||
{"name": "Cora", "tile": Vector2i(25, 40), "crafting": 4}, # medium — Normal / Excellent mix
|
||||
{"name": "Edda", "tile": Vector2i(30, 40), "crafting": 0}, # low — Shoddy / Normal only
|
||||
]
|
||||
|
||||
# Phase 4 — sample harvestables. Trees clustered east, rocks south-east.
|
||||
|
|
@ -59,6 +63,7 @@ const HAUL_SWEEP_INTERVAL_TICKS: int = 100
|
|||
@onready var mine_provider: MineProvider = $MineProvider
|
||||
@onready var hauling_provider: HaulingProvider = $HaulingProvider
|
||||
@onready var construction_provider: ConstructionProvider = $ConstructionProvider
|
||||
@onready var crafting_provider: CraftingProvider = $CraftingProvider
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
|
|
@ -88,11 +93,14 @@ func _ready() -> void:
|
|||
# Designation: bind the paint surface + the Selection guard.
|
||||
designation_ctl.bind(designation_layer, selection)
|
||||
|
||||
# Register all 5 providers — Decision iterates by .priority desc.
|
||||
# construction=6 > chop=5 > mine=4 > haul=3 > rest=0.
|
||||
# Register all 6 providers — Decision iterates by .priority desc.
|
||||
# construction=6 > chop=5 > mine=4 > crafting=4 > haul=3 > rest=0.
|
||||
# (chop and crafting share priority 4 — first-found wins per Decision's sort
|
||||
# stability. Phase 17 can finalize the priority order via playtest.)
|
||||
World.register_work_provider(construction_provider)
|
||||
World.register_work_provider(chop_provider)
|
||||
World.register_work_provider(mine_provider)
|
||||
World.register_work_provider(crafting_provider)
|
||||
World.register_work_provider(hauling_provider)
|
||||
World.register_work_provider(rest_provider)
|
||||
|
||||
|
|
@ -194,6 +202,10 @@ func _spawn_sample_pawns() -> void:
|
|||
jr.setup(p, pathfinder)
|
||||
p.job_runner = jr
|
||||
|
||||
# Phase 6: seed Crafting skill so the quality demo shows variety.
|
||||
if spawn_data.has("crafting"):
|
||||
p.set_skill(Pawn.SKILL_CRAFTING, int(spawn_data["crafting"]))
|
||||
|
||||
World.register_pawn(p)
|
||||
|
||||
|
||||
|
|
@ -275,6 +287,36 @@ func _seed_phase5_demo_buildings() -> void:
|
|||
wall_count, floor_count, 1 + crate_tiles.size()
|
||||
])
|
||||
|
||||
# Phase 6 demo — two pre-built workbenches inside the cabin with bills.
|
||||
# Carpenter at (46, 25) makes wood → plank, FOREVER.
|
||||
# Smelter at (48, 25) makes stone → stone_block, UNTIL 5 in stockpiles.
|
||||
var carpenter: Workbench = WORKBENCH_SCENE.instantiate()
|
||||
add_child(carpenter)
|
||||
carpenter.setup(Vector2i(46, 25))
|
||||
carpenter.label_text = "Carpenter"
|
||||
carpenter.accepted_skill = Pawn.SKILL_CRAFTING
|
||||
while carpenter.is_buildable():
|
||||
carpenter.on_build_tick()
|
||||
var plank_bill := Bill.new()
|
||||
plank_bill.recipe = RecipeCatalog.plank()
|
||||
plank_bill.mode = Bill.Mode.FOREVER
|
||||
carpenter.add_bill(plank_bill)
|
||||
|
||||
var smelter: Workbench = WORKBENCH_SCENE.instantiate()
|
||||
add_child(smelter)
|
||||
smelter.setup(Vector2i(48, 25))
|
||||
smelter.label_text = "Smelter"
|
||||
smelter.accepted_skill = Pawn.SKILL_CRAFTING
|
||||
while smelter.is_buildable():
|
||||
smelter.on_build_tick()
|
||||
var block_bill := Bill.new()
|
||||
block_bill.recipe = RecipeCatalog.stone_block()
|
||||
block_bill.mode = Bill.Mode.UNTIL_N
|
||||
block_bill.target_count = 5
|
||||
smelter.add_bill(block_bill)
|
||||
|
||||
Audit.log("world", "phase 6 demo: 2 workbenches built (Carpenter→planks FOREVER, Smelter→blocks UNTIL_N=5)")
|
||||
|
||||
|
||||
func _spawn_sample_stockpiles() -> void:
|
||||
# Two zones for the Phase 4 acceptance demo:
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
[gd_scene load_steps=11 format=3 uid="uid://rimlike_world"]
|
||||
[gd_scene load_steps=12 format=3 uid="uid://rimlike_world"]
|
||||
|
||||
[ext_resource type="Script" path="res://scenes/world/world.gd" id="1_world"]
|
||||
[ext_resource type="PackedScene" uid="uid://rimlike_camera_rig" path="res://scenes/world/camera_rig.tscn" id="2_camera"]
|
||||
|
|
@ -10,6 +10,7 @@
|
|||
[ext_resource type="Script" path="res://scenes/ai/hauling_provider.gd" id="8_hauling_provider"]
|
||||
[ext_resource type="Script" path="res://scenes/ai/construction_provider.gd" id="9_construction_provider"]
|
||||
[ext_resource type="Script" path="res://scenes/world/designation.gd" id="10_designation"]
|
||||
[ext_resource type="Script" path="res://scenes/ai/crafting_provider.gd" id="11_crafting_provider"]
|
||||
|
||||
[node name="World" type="Node2D"]
|
||||
y_sort_enabled = true
|
||||
|
|
@ -62,5 +63,8 @@ script = ExtResource("8_hauling_provider")
|
|||
[node name="ConstructionProvider" type="Node" parent="."]
|
||||
script = ExtResource("9_construction_provider")
|
||||
|
||||
[node name="CraftingProvider" type="Node" parent="."]
|
||||
script = ExtResource("11_crafting_provider")
|
||||
|
||||
[node name="CameraRig" parent="." instance=ExtResource("2_camera")]
|
||||
position = Vector2(640, 640)
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue