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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@ -26,6 +26,19 @@ class_name Pawn
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const STEP_TICKS: int = 10
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const TILE_SIZE_PX: int = 16 # Mirrors World.TILE_SIZE_PX; standalone so Pawn needs no World reference.
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# ── skill definitions (docs/design.md "Skills") ──────────────────────────────
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# Five skills, levels 0–10. Level by use; multiplicative speed/quality bonus.
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# Skills modify duration and quality, never permission (design.md:35).
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const SKILL_MANUAL_LABOR: StringName = &"manual_labor"
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const SKILL_CRAFTING: StringName = &"crafting"
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const SKILL_COOKING: StringName = &"cooking"
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const SKILL_MEDICINE: StringName = &"medicine"
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const SKILL_COMBAT: StringName = &"combat"
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const ALL_SKILLS: Array[StringName] = [
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SKILL_MANUAL_LABOR, SKILL_CRAFTING, SKILL_COOKING, SKILL_MEDICINE, SKILL_COMBAT,
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]
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signal walk_started
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signal walk_completed
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signal arrived_at_destination(tile: Vector2i)
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@ -47,6 +60,11 @@ var job_runner = null
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# one type at a time per design.md.
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var carried_item = null
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# Phase 6 — skill levels. Initialized to 0 for all five skills in _ready().
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# Use get_skill() / set_skill() to access; direct dict mutation is allowed
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# for batch operations (e.g. from_dict restoring saved data).
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var skills: Dictionary = {}
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var _path: Array[Vector2i] = []
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var _step_progress: float = 0.0
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var _selected: bool = false
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@ -58,6 +76,11 @@ var _selected: bool = false
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func _ready() -> void:
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EventBus.sim_tick.connect(_on_sim_tick)
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_state_label.text = Strings.t(&"pawn.state.idle")
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# Initialise all five skills to 0 if not already set (from_dict sets them
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# before _ready() fires in some load paths — only fill missing keys here).
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for skill in ALL_SKILLS:
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if not skills.has(skill):
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skills[skill] = 0
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func setup(p_name: String, start_tile: Vector2i) -> void:
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@ -99,12 +122,29 @@ func is_selected() -> bool:
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return _selected
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## Returns the pawn's current level (0–10) for the given skill.
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## Returns 0 for unknown skills so callers need no nil-guard.
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func get_skill(skill: StringName) -> int:
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return int(skills.get(skill, 0))
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## Sets skill to level, clamped to [0, 10]. Asserts the key is a known skill.
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func set_skill(skill: StringName, level: int) -> void:
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assert(skill in ALL_SKILLS, "set_skill: unknown skill '%s'" % skill)
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skills[skill] = clampi(level, 0, 10)
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# ── save / load ─────────────────────────────────────────────────────────────
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func to_dict() -> Dictionary:
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var path_data: Array = []
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for v in _path:
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path_data.append([v.x, v.y])
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# Serialise skills as {"manual_labor": 0, "crafting": 3, ...} — StringName
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# keys must be stored as plain Strings for JSON round-trip safety.
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var skills_data: Dictionary = {}
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for skill in ALL_SKILLS:
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skills_data[String(skill)] = get_skill(skill)
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return {
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"name": pawn_name,
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"tile_x": tile.x,
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@ -114,6 +154,7 @@ func to_dict() -> Dictionary:
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"selected": _selected,
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"forced_job": forced_job.to_dict() if forced_job != null else null,
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"job_runner": job_runner.to_dict() if job_runner != null else null,
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"skills": skills_data,
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}
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@ -135,6 +176,15 @@ func from_dict(d: Dictionary) -> void:
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if jr_dict is Dictionary and job_runner != null:
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job_runner.from_dict(jr_dict)
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# Restore skills — set directly on the dict to bypass the ALL_SKILLS assert
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# (from_dict must be resilient to saves that pre-date a new skill being added).
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var saved_skills: Variant = d.get("skills")
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if saved_skills is Dictionary:
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for raw_key in saved_skills.keys():
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var skill := StringName(raw_key)
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if skill in ALL_SKILLS:
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skills[skill] = clampi(int(saved_skills[raw_key]), 0, 10)
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_name_label.text = pawn_name
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_state_label.text = Strings.t(&"pawn.state.walking") if is_walking() else Strings.t(&"pawn.state.idle")
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position = _tile_to_world(tile)
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