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:
megaproxy 2026-05-10 23:52:41 +01:00
parent 96f4982dd3
commit 0cd7f809a7
24 changed files with 1001 additions and 12 deletions

View file

@ -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:

View file

@ -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)