Phase 8 — Beds, sleep need, thoughts, mood, Sulking soft-break
Three gdscript-refactor agents in parallel; Opus integrated and verified
the sleep+wake cycle via MCP runtime.
Bed entity (Agent A, scenes/entities/bed.{gd,tscn} + world.gd, ~280 lines):
- class Bed extends Node2D — bottom-anchored 3/4 perspective like Wall/Workbench
- BuildJob interface (is_buildable / on_build_tick / _complete) — same pattern
as Wall / Crate / Workbench. blocks_pathing_when_complete=false (walkable).
- Quality-tinted sheet colours by Item.Quality tier (drab grey → blue →
gold-brown → regal pink); white pillow + dark frame constant across tiers.
- claim(pawn) / release() / is_available() — atomic occupancy; claim re-checks
is_available() inside to avoid race conditions during pawn walk-to-bed.
- World.beds registry + register_bed / unregister_bed (mirrors workbench pattern)
Sleep need + SleepProvider + KIND_SLEEP toil (Agent B, ~220 lines):
- Pawn.sleep: float 0..100. SLEEP_DECAY_PER_TICK=0.015 (~6667 ticks / 5.5 min
at 1× / 1 min at Ultra to fully tire). Slower than hunger.
- is_tired() at <30; is_exhausted() at <5 (Phase 9 status interrupt hook)
- SleepProvider priority=8 (highest — sleep beats eat=7 when both urgent)
- Toil.KIND_SLEEP + Toil.sleep_in_bed(NodePath) factory
- JobRunner._tick_sleep: first-tick bed claim (with race-loss → floor fallback),
per-tick recovery (bed=0.5/tick, floor=0.25/tick), wake-when-full at ≥99,
emergency ceiling SLEEP_TICKS_MAX=2000 prevents stuck-asleep loops
Thoughts + mood + Sulking (Agent C, ~290 lines):
- scenes/ai/thought.gd: class Thought (RefCounted) with id, modifier, lifetime
(PERSISTENT/EVENT), stacks, ticks_remaining; MAX_STACKS_PER_THOUGHT=5 locked
- scenes/ai/thought_catalog.gd: ThoughtCatalog with 5 Phase 8 thoughts —
hungry(-6, PERSISTENT) / tired(-4, PERSISTENT) / well_rested(+5, EVENT 1200t)
/ slept_on_floor(-5, EVENT 1200t) / ate_meal(+3, EVENT 800t, stacks up to 3)
- Pawn extended: thoughts: Array, mood: float (base 50), sulking: bool,
_sulk_low_ticks. add_thought (stack-merge by id), remove_thought_by_id,
has_thought, is_sulking. _process_thoughts in sim_tick decays EVENT thoughts,
syncs PERSISTENT thoughts to state (hungry/tired), recomputes mood, checks
sulking transition: mood < 25 for MOOD_SULK_SUSTAIN_TICKS=600 ticks → SULKING;
mood >= 35 → recover.
- Decision Layer 1 extended: pawn.is_sulking() → return null (sulking pawns
refuse all work; Phase 17 may add Wandering variant)
- EventBus.pawn_mood_changed signal
- JobRunner._tick_eat: fires ate_meal thought when consuming MEAL/BREAD
- JobRunner._tick_sleep: fires well_rested or slept_on_floor on wake
Opus integration:
- world.tscn: SleepProvider node added (9 providers total)
- world.gd registers in priority order:
sleep=8 > eat=7 > construction=6 > chop=5 ≈ plant=5 > mine=4 ≈ crafting=4 > haul=3 > rest=0
- Demo seed: 3 beds along cabin's north row at (45/47/49, 24), pre-built
so pawns can sleep immediately when tired
Acceptance — MCP-verified end-to-end:
- Pre-tired Bram at sleep=25 → SleepProvider issued 'Sleep at (45, 24)' job
- Bram walked to bed, claimed, slept 200 ticks, woke at sleep≥99
- Bed released back to available; well_rested thought fired (+5 mood)
- After ~12000 ticks total: all 3 pawns slept (sleep recovered to 67/86/51),
thoughts active (1-2 per pawn — well_rested + ate_meal from Phase 7 cooked
bread consumption), beds all back to available, no claim leaks
- Mood compute working (base 50 + thought modifiers); sulking transition
ready but didn't fire — would need misery accumulation (Phase 9 Cold +
Bleeding statuses) to drive mood < 25 sustained
Phase 8 followups for later phases:
- Sulking returns null (stand still); Phase 17 may add Wandering soft-break
that issues a random-walk job
- Bed ownership (_owner_pawn) reserved but not used in Phase 8 — Phase 17
may add 'bedrooms' where each pawn claims a specific bed
- _tick_sleep's using_bed local-var reset pattern is correct but fragile;
cleanup pass when status interrupts (Phase 9) wire into the eat/sleep
cancellation path
Delegation report this phase:
- Agent A: Bed entity (buildable, quality-tinted, claim/release)
- Agent B: Pawn.sleep + SleepProvider + KIND_SLEEP toil + JobRunner._tick_sleep
- Agent C: Thought + ThoughtCatalog + Pawn mood/sulking + Decision Layer 1
+ JobRunner thought hooks in _tick_eat / _tick_sleep
- Opus: scene wiring + 3 beds in demo seed + MCP runtime verification
~75% of Phase 8 GDScript was subagent-authored.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
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84
scenes/ai/sleep_provider.gd
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scenes/ai/sleep_provider.gd
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class_name SleepProvider extends WorkProvider
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## WorkProvider for the Sleep work category. Slots into the 5-layer pawn AI
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## (Decision → WorkProvider → Job + JobRunner) at priority 8 — above eating (7)
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## so a maximally tired AND hungry pawn prioritises rest.
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##
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## When a pawn is tired and not carrying an item, scans World.beds for the
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## nearest available bed and builds a 2-toil sleep job: walk → sleep.
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## If no bed is available, the pawn sleeps on the floor at its current tile
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## (walk toil omitted since it's already there).
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##
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## Bed claim race: the bed is NOT claimed here. Claiming in find_best_for()
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## would leak a held claim if the job is later cancelled by a player override
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## (Layer 5) before execution starts. Instead _tick_sleep in JobRunner claims
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## on first tick, when the pawn has actually arrived and is ready to sleep.
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## If the claim fails at that point (another pawn beat us) the fallback is
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## floor sleep — no deadlock, no leaked claim.
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##
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## Pawn and Bed are intentionally duck-typed to avoid the class_name
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## registration-order trap documented in Phase 2/3.
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##
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## See docs/architecture.md "Pawn AI 5-layer pipeline" and
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## docs/design.md "Sleep mood" gradient.
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func _init() -> void:
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category = &"sleep"
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# Priority 8 > eat (7) > construction (6) > hauling (3) > rest (0).
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# Phase 9 status interrupts will preempt from Decision layer 3 once the
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# Status registry lands — for now sleep rides at the WorkProvider level.
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priority = 8
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# ── WorkProvider override ─────────────────────────────────────────────────────
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## Returns a sleep Job for `pawn`, or null if the pawn is not tired.
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## The job has 1 or 2 toils:
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## - walk_to(target_tile) [omitted when target == pawn.tile]
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## - sleep_in_bed(bed_path) [bed_path is empty string for floor sleep]
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##
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## `pawn` is duck-typed: must expose .is_tired(), .carried_item, .tile (Vector2i).
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func find_best_for(pawn) -> Job:
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if not pawn.is_tired():
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return null
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# Don't interrupt an ongoing carry — finish the carry before going to sleep.
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if pawn.carried_item != null:
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return null
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# Scan World.beds for the nearest available bed (duck-typed — Bed exposes
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# .is_available() -> bool and .tile -> Vector2i).
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var best_bed = null
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var best_dist: int = 999999
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for bed in World.beds:
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if not bed.is_available():
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continue
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var d: int = abs(bed.tile.x - pawn.tile.x) + abs(bed.tile.y - pawn.tile.y)
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if d < best_dist:
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best_dist = d
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best_bed = bed
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# Resolve target tile and bed NodePath. An empty NodePath means floor sleep.
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var target_tile: Vector2i
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var bed_path: NodePath
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if best_bed != null:
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target_tile = best_bed.tile
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bed_path = best_bed.get_path()
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else:
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# Phase 8 fallback — sleep on the floor at the current tile.
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# The Mood system (Agent C, Phase 8) will fire a "slept_on_floor" thought
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# via the thought registry; analogous to EatProvider's "ate raw food".
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target_tile = pawn.tile
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bed_path = NodePath("")
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var j := Job.new()
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if best_bed != null:
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j.label = "Sleep at %s" % target_tile
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else:
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j.label = "Sleep on the floor at %s" % target_tile
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# Only prepend a walk if the pawn is not already at the target.
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if pawn.tile != target_tile:
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j.toils.append(Toil.walk_to(target_tile))
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j.toils.append(Toil.sleep_in_bed(bed_path))
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return j
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