diff --git a/autoload/strings.gd b/autoload/strings.gd index 6cc4ba6..53b38ae 100644 --- a/autoload/strings.gd +++ b/autoload/strings.gd @@ -28,6 +28,15 @@ const TABLE: Dictionary = { &"item.iron_ore": "Iron ore", # Item stack count badge ("{n}" is substituted at call site via .format()) &"item.stack_count": "×{n}", + # Phase 6 — new item types (carpenter bench + smelter outputs) + &"item.plank": "Plank", + &"item.stone_block": "Stone block", + # Phase 6 — quality tier labels + &"quality.shoddy": "Shoddy", + &"quality.normal": "Normal", + &"quality.excellent": "Excellent", + &"quality.masterwork": "Masterwork", + &"quality.legendary": "Legendary", } diff --git a/autoload/world.gd b/autoload/world.gd index 3b0df28..b38872e 100644 --- a/autoload/world.gd +++ b/autoload/world.gd @@ -38,6 +38,11 @@ var build_queue: Array = [] # Door._complete() calls register_door(); Phase 7+ uses this for toggling. var doors: Array = [] +# Phase 6 — workbench entities. Workbench._ready() calls register_workbench(); +# _exit_tree() calls unregister_workbench(). CraftingProvider iterates this +# to find bench+bill pairs for eligible pawns. +var workbenches: Array = [] + # Phase 4 — hauling dirty set. Keys are Items, value is unused (we just use .keys()). # An Item is added when it spawns (Tree.fell, Rock.mined, workbench drop, ...) # and removed when it lands at its highest-priority valid destination. @@ -150,6 +155,15 @@ func unregister_door(d) -> void: doors.erase(d) +func register_workbench(wb) -> void: + if not workbenches.has(wb): + workbenches.append(wb) + + +func unregister_workbench(wb) -> void: + workbenches.erase(wb) + + # Called by Wall.on_build_tick() when construction completes. # Stamps the data-only Wall TileMap layer so room/roof/save logic sees the # wall. World scene exposes wall_layer via a getter set during _ready. diff --git a/docs/implementation.md b/docs/implementation.md index 68203ff..f0b401e 100644 --- a/docs/implementation.md +++ b/docs/implementation.md @@ -12,7 +12,8 @@ Effort estimates are wall-time at **focused solo pace**. Scale up generously for | ✅ done — Job/Toil/JobRunner/Decision/RestProvider, forced_job preempt, mid-toil save round-trip verified | **Phase 3 — AI core: Decision → WorkProvider → JobRunner** | | ✅ 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** | | ✅ 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** | -| ⏳ next | **Phase 6 — Production: workbenches, recipes, bills, quality** | +| ✅ 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** | +| ⏳ next | **Phase 7 — Plants, cooking, hunger** | 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. diff --git a/scenes/ai/bill.gd b/scenes/ai/bill.gd new file mode 100644 index 0000000..252a89c --- /dev/null +++ b/scenes/ai/bill.gd @@ -0,0 +1,100 @@ +class_name Bill extends RefCounted +## A bill is one entry in a workbench's recipe queue. +## +## Three modes per design.md "Bill modes (full Rimworld fidelity)": +## FOREVER — keep crafting until the player pauses or removes the bill. +## COUNT — craft exactly `target_count` times then auto-pause. +## UNTIL_N — keep a world-wide stockpile count of `recipe.output_type` at +## >= `target_count`; auto-pauses when the threshold is met, +## resumes when items are consumed below it. +## +## Save/load contract: +## var b2 := Bill.from_dict(b.to_dict()) +## assert(b2.mode == b.mode and b2.completed_count == b.completed_count) + +enum Mode { + FOREVER, ## Craft until paused by player. + COUNT, ## Craft exactly target_count times. + UNTIL_N, ## Maintain >= target_count of output_type in stockpiles. +} + +## The recipe this bill executes. Must not be null when the bill is active. +var recipe: Recipe = null + +## Which termination mode applies. +var mode: Mode = Mode.FOREVER + +## COUNT: stop after this many completions. UNTIL_N: target world count. +var target_count: int = 0 + +## Number of successful craft outputs produced (used to gate COUNT mode). +var completed_count: int = 0 + +## True when the bill is manually paused by the player, or auto-paused by the +## engine (COUNT exhausted, UNTIL_N threshold met). CraftingProvider skips +## paused bills. +var paused: bool = false + + +# ── queries ─────────────────────────────────────────────────────────────────── + +## Returns true when CraftingProvider should pick up this bill. +## All three mode checks also short-circuit on paused. +func is_active() -> bool: + if paused: + return false + match mode: + Mode.FOREVER: + return true + Mode.COUNT: + return completed_count < target_count + Mode.UNTIL_N: + return _world_output_count() < target_count + return false + + +# ── state mutation ──────────────────────────────────────────────────────────── + +## Called by JobRunner._tick_craft after each successful craft output. +## Increments completed_count and auto-pauses COUNT bills that are exhausted. +func record_completion() -> void: + completed_count += 1 + if mode == Mode.COUNT and completed_count >= target_count: + paused = true + + +# ── save / load ─────────────────────────────────────────────────────────────── + +func to_dict() -> Dictionary: + return { + "recipe": recipe.to_dict() if recipe != null else null, + "mode": mode, + "target_count": target_count, + "completed_count": completed_count, + "paused": paused, + } + + +static func from_dict(d: Dictionary) -> Bill: + var b := Bill.new() + b.mode = int(d.get("mode", Mode.FOREVER)) as Mode + b.target_count = int(d.get("target_count", 0)) + b.completed_count = int(d.get("completed_count", 0)) + b.paused = bool(d.get("paused", false)) + var recipe_dict: Variant = d.get("recipe") + b.recipe = Recipe.from_dict(recipe_dict) if recipe_dict is Dictionary else null + return b + + +# ── helpers ─────────────────────────────────────────────────────────────────── + +## Counts world items of recipe.output_type that are not currently being +## carried — used by UNTIL_N mode. Queries World.items directly (no cache). +func _world_output_count() -> int: + if recipe == null: + return 0 + var total: int = 0 + for item in World.items: + if item.item_type == recipe.output_type and not item.being_carried: + total += item.stack_size + return total diff --git a/scenes/ai/bill.gd.uid b/scenes/ai/bill.gd.uid new file mode 100644 index 0000000..c391c18 --- /dev/null +++ b/scenes/ai/bill.gd.uid @@ -0,0 +1 @@ +uid://ordsbhsy7sex diff --git a/scenes/ai/construction_provider.gd b/scenes/ai/construction_provider.gd index 855db08..606f428 100644 --- a/scenes/ai/construction_provider.gd +++ b/scenes/ai/construction_provider.gd @@ -1,10 +1,10 @@ class_name ConstructionProvider extends WorkProvider ## WorkProvider for the "construction" work category. ## -## Scans World.build_queue for the nearest buildable site (Wall, Floor, Door — -## anything exposing is_buildable() / on_build_tick() / tile / label()) and -## returns a two-toil Job: -## walk_to(site.tile) → build_at(site.get_path()) +## Scans World.build_queue for the nearest buildable site (Wall, Floor, Door, +## Crate, Workbench — anything exposing is_buildable() / on_build_tick() / +## tile / label()) and returns a two-toil Job: +## walk_to() → build_at(site.get_path()) ## ## The BUILD toil calls on_build_tick() once per sim tick; the entity internally ## tracks build_progress and calls _complete() when BUILD_TICKS is reached. The @@ -13,12 +13,21 @@ class_name ConstructionProvider extends WorkProvider ## Phase 5 simplification: materials are infinite — no haul-materials step. ## Phase 6+ will prepend walk_to(material_pile) + pickup() toils before walk_to(site). ## +## Phase 6 fix — wall-trap bug: walls call set_cell_walkable(false) on completion. +## If the pawn is STANDING ON the wall tile when that fires, the pawn is now +## on a solid cell and AStarGrid2D refuses to plan any subsequent path. Fix: +## walls (and any other site that returns true from blocks_pathing_when_complete) +## are built from an adjacent walkable tile. Floors / Doors / Crates / Workbenches +## stay walkable after completion, so on-tile building is fine for them. +## ## Duck-typing note: build-site entities are referenced without class_name to ## avoid registration-order issues. We rely only on: ## site.tile: Vector2i ## site.is_buildable() -> bool ## site.label() -> String ## site.get_path() -> NodePath +## Optionally: +## site.blocks_pathing_when_complete() -> bool # if absent, assumed false func _init() -> void: @@ -45,8 +54,42 @@ func find_best_for(pawn) -> Job: if best == null: return null + # Pick where the pawn should stand. For sites that block pathing once built + # (walls) we route to an adjacent walkable cell; otherwise on-tile is fine. + var stand_tile: Vector2i = best.tile + if best.has_method("blocks_pathing_when_complete") and best.blocks_pathing_when_complete(): + stand_tile = _find_adjacent_walkable(best.tile, pawn.tile) + if stand_tile == best.tile: + # No walkable neighbour — the site is fully boxed in. Skip and try later. + Audit.log("construction", "%s build %s at %s has no adjacent stand tile" % [pawn.pawn_name, best.label(), best.tile]) + return null + var j := Job.new() j.label = "Build %s at %s" % [best.label(), best.tile] - j.toils.append(Toil.walk_to(best.tile)) + j.toils.append(Toil.walk_to(stand_tile)) j.toils.append(Toil.build_at(best.get_path())) return j + + +# ── helpers ───────────────────────────────────────────────────────────────── + +## Finds the 4-neighbour of `target` nearest to `prefer_near` that the pathfinder +## currently treats as walkable. Returns `target` itself if no walkable neighbour +## exists (caller treats that as "skip this site"). +func _find_adjacent_walkable(target: Vector2i, prefer_near: Vector2i) -> Vector2i: + var offsets: Array[Vector2i] = [ + Vector2i(0, -1), Vector2i(1, 0), Vector2i(0, 1), Vector2i(-1, 0), + ] + var best: Vector2i = target + var best_dist: int = 999999 + for off in offsets: + var t: Vector2i = target + off + if World.pathfinder == null: + continue + if not World.pathfinder.is_walkable(t): + continue + var d: int = abs(t.x - prefer_near.x) + abs(t.y - prefer_near.y) + if d < best_dist: + best_dist = d + best = t + return best diff --git a/scenes/ai/crafting_provider.gd b/scenes/ai/crafting_provider.gd new file mode 100644 index 0000000..aa8aeae --- /dev/null +++ b/scenes/ai/crafting_provider.gd @@ -0,0 +1,105 @@ +class_name CraftingProvider extends WorkProvider +## WorkProvider for the Crafting work category. Slots into the 5-layer pawn AI +## (Decision → WorkProvider → Job + JobRunner) as layer 2. +## +## Each call to find_best_for(pawn) scans World.workbenches for the best +## (Workbench, Bill) pair the pawn qualifies for, then builds a 4-toil job: +## walk_to(ingredient.tile) → pickup → walk_to(wb.tile) → craft_at(wb, bill_index) +## +## Scoring: Manhattan distance pawn→ingredient + ingredient→workbench (lower wins). +## +## Phase 6 simplification: pawn must be empty-handed (one task at a time); ingredient +## search is global (no per-bench radius restriction — Phase 17 polish item per +## docs/architecture.md "Ingredient acquisition radius"). +## +## Workbench and Pawn are intentionally duck-typed (no class_name reference) to match +## WorkProvider convention and avoid init-order issues. Only Item.Quality and +## QualityCalc are referenced by class_name (in job_runner.gd, not here). +## +## See docs/architecture.md "CraftingProvider" and docs/design.md "Bills". + + +func _init() -> void: + category = &"crafting" + # Priority 4 — above haul (3), below chop (5). + # Phase 6 demo ordering; final 9-category matrix is authored in Phase 17. + priority = 4 + + +# ── WorkProvider override ───────────────────────────────────────────────────── + +## Returns a craft Job for `pawn`, or null if no valid work exists. +## Pawn must expose: .carried_item, .tile (Vector2i), .get_skill(StringName) -> int. +func find_best_for(pawn) -> Job: + # Skip if pawn is already carrying something — deposit first. + if pawn.get("carried_item") != null: + return null + + var best_wb = null + var best_bill = null + var best_bill_index: int = -1 + var best_src = null + var best_dist: int = 999999 + + for wb in World.workbenches: + # Duck-type guard: skip workbenches that aren't fully set up yet. + if not wb.get("_completed"): + continue + + for i in wb.bills.size(): + var b = wb.bills[i] + if not b.is_active(): + continue + + # Skill threshold check — pawn must meet the bill's minimum. + if pawn.get_skill(b.recipe.required_skill) < b.recipe.skill_threshold: + continue + + # Confirm a qualifying ingredient exists on the floor. + var src = _find_ingredient_item(b.recipe.ingredient_type) + if src == null: + continue + + # Score: total Manhattan travel distance pawn → ingredient → workbench. + var d: int = _manhattan(pawn.tile, src.tile) + _manhattan(src.tile, wb.tile) + if d < best_dist: + best_dist = d + best_wb = wb + best_bill = b + best_bill_index = i + best_src = src + + if best_wb == null: + return null + + # 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) diff --git a/scenes/ai/crafting_provider.gd.uid b/scenes/ai/crafting_provider.gd.uid new file mode 100644 index 0000000..cd43b08 --- /dev/null +++ b/scenes/ai/crafting_provider.gd.uid @@ -0,0 +1 @@ +uid://dxmfg1esvdf0c diff --git a/scenes/ai/job_runner.gd b/scenes/ai/job_runner.gd index 3dd360c..740f98e 100644 --- a/scenes/ai/job_runner.gd +++ b/scenes/ai/job_runner.gd @@ -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. diff --git a/scenes/ai/quality.gd b/scenes/ai/quality.gd new file mode 100644 index 0000000..14f93f1 --- /dev/null +++ b/scenes/ai/quality.gd @@ -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 diff --git a/scenes/ai/quality.gd.uid b/scenes/ai/quality.gd.uid new file mode 100644 index 0000000..8b07716 --- /dev/null +++ b/scenes/ai/quality.gd.uid @@ -0,0 +1 @@ +uid://cdbnaxmg5cg6a diff --git a/scenes/ai/recipe.gd b/scenes/ai/recipe.gd new file mode 100644 index 0000000..11f77b9 --- /dev/null +++ b/scenes/ai/recipe.gd @@ -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 diff --git a/scenes/ai/recipe.gd.uid b/scenes/ai/recipe.gd.uid new file mode 100644 index 0000000..ebdea8b --- /dev/null +++ b/scenes/ai/recipe.gd.uid @@ -0,0 +1 @@ +uid://cin1s5sem0od3 diff --git a/scenes/ai/recipe_catalog.gd b/scenes/ai/recipe_catalog.gd new file mode 100644 index 0000000..c5424fa --- /dev/null +++ b/scenes/ai/recipe_catalog.gd @@ -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 diff --git a/scenes/ai/recipe_catalog.gd.uid b/scenes/ai/recipe_catalog.gd.uid new file mode 100644 index 0000000..b743a71 --- /dev/null +++ b/scenes/ai/recipe_catalog.gd.uid @@ -0,0 +1 @@ +uid://2kcj2y0fn1da diff --git a/scenes/ai/toil.gd b/scenes/ai/toil.gd index 38f92cb..eca92c8 100644 --- a/scenes/ai/toil.gd +++ b/scenes/ai/toil.gd @@ -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: diff --git a/scenes/entities/item.gd b/scenes/entities/item.gd index fcc339a..f8ba64b 100644 --- a/scenes/entities/item.gd +++ b/scenes/entities/item.gd @@ -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}) diff --git a/scenes/entities/wall.gd b/scenes/entities/wall.gd index 124b8b6..26c2eee 100644 --- a/scenes/entities/wall.gd +++ b/scenes/entities/wall.gd @@ -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 diff --git a/scenes/entities/workbench.gd b/scenes/entities/workbench.gd new file mode 100644 index 0000000..cbe1326 --- /dev/null +++ b/scenes/entities/workbench.gd @@ -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]) diff --git a/scenes/entities/workbench.gd.uid b/scenes/entities/workbench.gd.uid new file mode 100644 index 0000000..0cac5e6 --- /dev/null +++ b/scenes/entities/workbench.gd.uid @@ -0,0 +1 @@ +uid://db1qm8sn4i55r diff --git a/scenes/entities/workbench.tscn b/scenes/entities/workbench.tscn new file mode 100644 index 0000000..5132316 --- /dev/null +++ b/scenes/entities/workbench.tscn @@ -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") diff --git a/scenes/pawn/pawn.gd b/scenes/pawn/pawn.gd index 5328b23..c7aadbb 100644 --- a/scenes/pawn/pawn.gd +++ b/scenes/pawn/pawn.gd @@ -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) diff --git a/scenes/world/world.gd b/scenes/world/world.gd index c28ee45..2071ce6 100644 --- a/scenes/world/world.gd +++ b/scenes/world/world.gd @@ -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: diff --git a/scenes/world/world.tscn b/scenes/world/world.tscn index fb01bdc..d2b3974 100644 --- a/scenes/world/world.tscn +++ b/scenes/world/world.tscn @@ -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)