Phase 3 — Decision pipeline + JobRunner + RestProvider + save round-trip

AI core (scenes/ai/, 5 new files from 3 gdscript-refactor agents in parallel):
- job.gd (59 lines, Agent A): Job class, RefCounted, label + toils + cursor +
  to_dict/from_dict round-trip
- toil.gd (76 lines, Agent A): Toil class, RefCounted; kinds WALK/WAIT/IDLE;
  factories walk_to/wait_ticks/idle; Vector2i stored as to_x/to_y ints
  because Godot 4 JSON.stringify doesn't round-trip Vector2i
- work_provider.gd (27 lines, Agent A): abstract base, class_name, @export
  category/priority, find_best_for() with push_error subclass guard
- job_runner.gd (186 lines, Agent B): Node-derived runner; setup/start_job/
  cancel_job/tick; WALK toil delegates to pawn.walk_along_path on first
  encounter (sets data.started=true), listens for walk_completed signal;
  WAIT decrements ticks_remaining; IDLE never completes; full to_dict/from_dict
- decision.gd (50 lines, Agent C): static pick_next_job(pawn, providers); 5
  layers (incapacitation/forced/status/work/idle); layer 1 probes via
  has_method to stay future-proof for Phase 9
- rest_provider.gd (31 lines, Agent C): extends WorkProvider; @export rest_tile;
  returns [walk_to(rest_tile), idle()] Job

Integration (Opus):
- pawn.gd: added forced_job slot, job_runner ref, _orchestrate_ai called
  before _advance_walk on each sim_tick. Calls Decision when forced_job is
  queued OR when idle — was a bug initially (only-on-idle never preempted
  the never-completing IDLE toil); fixed and caught via MCP runtime test.
  Added to_dict/from_dict for save round-trip; captures tile, _path,
  _step_progress, _selected, forced_job, job_runner via their serializers.
- selection.gd: rewrote to build a forced-job [walk_to + idle] and set
  pawn.forced_job; Decision preempts current job on next tick.
- world.tscn/gd: instantiates RestProvider as child (rest_tile = (50,50)
  just outside the stone ring's south-east, reachable from all 3 spawn
  tiles); registers via World.register_work_provider; attaches a JobRunner
  child to each spawned pawn and wires setup(pawn, pathfinder).
- world.gd autoload: added work_providers list + register/clear methods.
- save_system.gd: write_save walks World.pawns calling to_dict; apply_save
  zips dicts to pawns by index (Phase 16 will add stable IDs).
- main.gd: bootstrap log line bumped Phase 2 → Phase 3.

Acceptance — MCP-verified end-to-end:
- 3 pawns boot, Decision assigns each Rest, JobRunner starts each,
  all 3 walk to (50,50) on different paths (40/35/30 steps based on
  detour around the stone ring), arrive and idle.
- Force Bram to (10,10) via pawn.forced_job; preempt fires:
  [decision] Bram: forced 'Go to (10, 10)'. Bram walks while Cora/Edda
  stay parked.
- Mid-walk save round-trip (the critical Phase 3 acceptance):
  - Paused Bram at (51,10) walking to (70,70) with 79 path steps remaining
  - SaveSystem.write_save() → SaveSystem.apply_save(read_save()) after a
    mutate-to-(0,0)-with-no-path round-trip
  - Restored Bram exactly: tile=(51,10), _path.size=79, walking=true,
    job='Go to (70, 70)' at toil_idx=0 (WALK toil with data.started=true)
  - Resumed sim → JobRunner's WALK toil saw started=true and did NOT
    re-call walk_along_path; the pawn's restored _path continued the walk
    naturally → reached (70,26) with 44 steps remaining, still on the
    same job. The architecture.md 'mid-toil suspend safe' contract is
    provably honored.

Phase 3 gotchas (logged in implementation.md):
- Class-name registration timing bit again (Phase 2 gotcha). Workflow:
  agent writes class_name file → MCP reload_project → headless validate.
- Forced-job preempt requires triggering Decision when forced_job != null,
  not just when idle (IDLE toil never completes).
- execute_game_script + await Engine.get_main_loop().process_frame is
  flaky — MCP auto-recovers but the script's last lines may be lost.
  Workaround: split state-inspection into a fresh execute_game_script.

Delegation report this phase:
- gdscript-refactor (Sonnet) Agent A: Job + Toil + WorkProvider abstract
  base. 3 files, 162 lines.
- gdscript-refactor (Sonnet) Agent B: JobRunner with toil-execution match
  + walk_completed signal handling + full save round-trip. 1 file, 186
  lines.
- gdscript-refactor (Sonnet) Agent C: Decision pipeline + RestProvider.
  2 files, 81 lines.
- Opus: Pawn integration (forced_job slot, orchestration, to_dict/from_dict),
  Selection rewrite, world.tscn/gd wiring, World autoload work_providers
  list, SaveSystem extension, MCP-driven runtime verification including
  the mid-walk save round-trip demo, gotcha logging.

~70% of Phase 3's GDScript was written by subagents.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
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class_name Decision
## Static utility — picks the next Job for a pawn via the 5-layer pipeline.
##
## Layer order (top wins):
## 1. Incapacitation — has_method probe; implementation lands Phase 9.
## 2. Forced job — pawn.forced_job; cleared (consumed) on pick.
## 3. Status interrupt — stub; implementation lands Phase 9.
## 4. Work providers — iterated highest priority first; first non-null Job wins.
## 5. Idle — returns null (caller interprets as "stand still").
##
## Callers pass the world-scoped provider list so Decision is fully stateless.
## This makes it safe to call from any pawn tick without shared mutable state.
## Returns the best Job for `pawn`, or null if the pawn should idle.
##
## `work_providers` is the current world-scoped list of WorkProvider nodes
## (e.g. [RestProvider]). Order does not matter — the method sorts by priority.
## `pawn` is duck-typed: must expose .pawn_name, .forced_job, and
## has_method("is_incapacitated").
static func pick_next_job(pawn, work_providers: Array) -> Job:
# ── Layer 1: Incapacitation ──────────────────────────────────────────────
# has_method probe so this doesn't break before Phase 9 adds the method.
if pawn.has_method("is_incapacitated") and pawn.is_incapacitated():
return null
# ── Layer 2: Forced job ──────────────────────────────────────────────────
if pawn.forced_job != null:
var fj: Job = pawn.forced_job
pawn.forced_job = null
Audit.log("decision", "%s: forced '%s'" % [pawn.pawn_name, fj.label])
return fj
# ── Layer 3: Status interrupt ─────────────────────────────────────────────
# Phase 9: status interrupt (Bleeding → seek bed/doctor) lands here.
# ── Layer 4: Work providers ──────────────────────────────────────────────
# Sort a local copy so the original list order is never mutated.
var sorted: Array = work_providers.duplicate()
sorted.sort_custom(func(a, b): return a.priority > b.priority)
for wp in sorted:
var j: Job = wp.find_best_for(pawn)
if j != null:
Audit.log("decision", "%s: %s'%s'" % [pawn.pawn_name, String(wp.category), j.label])
return j
# ── Layer 5: Idle ────────────────────────────────────────────────────────
# No log — would fire every tick for every idle pawn (too chatty).
return null