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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@ -99,6 +99,8 @@ func tick() -> void:
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_tick_pickup(t)
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Toil.KIND_DEPOSIT:
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_tick_deposit(t)
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Toil.KIND_CRAFT:
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_tick_craft(t)
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if t.done:
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job.advance()
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@ -338,6 +340,123 @@ func _tick_deposit(t) -> void:
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t.done = true
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## Execute one tick of a CRAFT toil.
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##
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## First tick (started=false):
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## - Resolves the Workbench node from the stored NodePath. Missing → skip.
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## - Looks up the Bill at data["bill_index"]. Out-of-range → skip.
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## - Validates pawn position matches workbench.tile. Mismatch → skip.
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## - Validates pawn is carrying the correct ingredient type. Missing → skip.
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## - Calls wb.begin_craft(bill) to register the active bill + reset progress.
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## - Marks started=true and logs the craft start.
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##
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## Every tick (including first, after the checks above):
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## - Calls wb.tick_craft() which increments current_work_progress and returns
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## true when bill.recipe.work_ticks is reached.
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## - On completion:
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## * Consumes the carried ingredient (queue_free + clear pawn slot).
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## * Rolls quality via QualityCalc.roll() using the pawn's skill level.
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## * Spawns an Item scene child of wb.get_parent() at wb.tile.
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## * Calls wb.on_craft_complete() (records bill completion + resets state).
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## * Logs the result and marks toil done.
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func _tick_craft(t) -> void:
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var wb_path := NodePath(t.data.get("workbench", ""))
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var wb = get_tree().get_root().get_node_or_null(wb_path)
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if not t.data.get("started", false):
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# ── first-tick validation ─────────────────────────────────────────────
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if wb == null or not is_instance_valid(wb):
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Audit.log("job_runner", "%s craft: workbench gone — skipping" % pawn.pawn_name)
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t.done = true
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return
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var bill_index: int = int(t.data.get("bill_index", -1))
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if bill_index < 0 or bill_index >= wb.bills.size():
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Audit.log(
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"job_runner",
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"%s craft: invalid bill_index %d — skipping" % [pawn.pawn_name, bill_index]
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)
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t.done = true
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return
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var bill = wb.bills[bill_index]
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if pawn.tile != wb.tile:
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Audit.log(
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"job_runner",
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"%s not at workbench (pawn=%s wb=%s) — skipping" % [pawn.pawn_name, pawn.tile, wb.tile]
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)
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t.done = true
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return
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if pawn.carried_item == null or pawn.carried_item.item_type != bill.recipe.ingredient_type:
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Audit.log(
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"job_runner",
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"%s craft: wrong or missing ingredient — skipping" % pawn.pawn_name
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)
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t.done = true
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return
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# Register the bill with the workbench and reset its progress counter.
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wb.begin_craft(bill)
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t.data["started"] = true
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Audit.log("job_runner", "%s craft start: %s" % [pawn.pawn_name, bill.recipe.label])
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# ── per-tick progress ─────────────────────────────────────────────────────
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# Re-resolve each tick in case the workbench was freed between ticks.
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wb = get_tree().get_root().get_node_or_null(wb_path)
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if wb == null or not is_instance_valid(wb):
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t.done = true
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return
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# tick_craft() advances the progress counter and returns true when done.
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var craft_done: bool = wb.tick_craft()
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if not craft_done:
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return # Still working — toil remains active.
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# ── craft complete ────────────────────────────────────────────────────────
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# Retrieve the bill now (before on_craft_complete clears current_bill).
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var bill_index: int = int(t.data.get("bill_index", -1))
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if bill_index < 0 or bill_index >= wb.bills.size():
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# Guard against the workbench mutating bills mid-craft.
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wb.on_craft_complete()
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t.done = true
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return
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var bill = wb.bills[bill_index]
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# Consume ingredient.
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var ingredient = pawn.carried_item
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pawn.carried_item = null
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if ingredient != null and is_instance_valid(ingredient):
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ingredient.queue_free()
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# Roll quality based on pawn skill for this recipe.
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var skill_level: int = pawn.get_skill(bill.recipe.required_skill)
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var quality: int = QualityCalc.roll(skill_level)
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# Spawn output Item as a sibling of the workbench (World scene level).
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var item_scene: PackedScene = load("res://scenes/entities/item.tscn")
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var output_item = item_scene.instantiate()
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wb.get_parent().add_child(output_item)
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output_item.setup(bill.recipe.output_type, 1, wb.tile)
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output_item.quality = quality
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# Record completion on the bill and reset workbench state.
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wb.on_craft_complete()
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Audit.log(
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"job_runner",
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"%s crafted %s ×1 quality=%s at %s" % [
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pawn.pawn_name,
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bill.recipe.output_type,
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Item.Quality.keys()[quality],
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wb.tile,
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]
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)
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t.done = true
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# ── helpers ──────────────────────────────────────────────────────────────────
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## Emit job_completed, log, and clear the job reference.
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