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>
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20 changed files with 613 additions and 25 deletions
76
scenes/ai/toil.gd
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76
scenes/ai/toil.gd
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class_name Toil extends RefCounted
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## A single atomic step within a Job — walk, wait, idle, etc.
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##
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## Save/load contract: every value in `data` MUST be JSON-safe.
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## Vector2i is NOT JSON-safe in Godot 4 — tile coordinates are stored as
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## "to_x"/"to_y" integer keys, never as Vector2i. get_walk_destination()
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## reconstructs Vector2i on demand.
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##
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## Round-trip invariant:
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## var t2 := Toil.from_dict(t.to_dict())
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## assert(t2.kind == t.kind and t2.done == t.done and t2.data == t.data)
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const KIND_WALK: StringName = &"walk"
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const KIND_WAIT: StringName = &"wait"
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const KIND_IDLE: StringName = &"idle"
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var kind: StringName = KIND_IDLE
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## Toil-specific params — all values must be int, float, bool, String, Dict, or Array.
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var data: Dictionary = {}
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## Set by JobRunner when this toil is complete.
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var done: bool = false
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# ── factories ────────────────────────────────────────────────────────────────
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## Walk to the given tile. Stores coords as separate ints for JSON safety.
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static func walk_to(tile: Vector2i) -> Toil:
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var t := Toil.new()
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t.kind = KIND_WALK
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t.data = {
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"to_x": tile.x,
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"to_y": tile.y,
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"started": false,
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}
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return t
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## Pause for `n` sim ticks.
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static func wait_ticks(n: int) -> Toil:
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var t := Toil.new()
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t.kind = KIND_WAIT
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t.data = {"ticks_remaining": n}
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return t
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## Stand idle — never completes on its own; JobRunner must cancel or replace.
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static func idle() -> Toil:
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var t := Toil.new()
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t.kind = KIND_IDLE
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t.data = {}
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return t
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# ── save / load ──────────────────────────────────────────────────────────────
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func to_dict() -> Dictionary:
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return {
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"kind": str(kind),
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"data": data.duplicate(true),
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"done": done,
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}
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static func from_dict(d: Dictionary) -> Toil:
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var t := Toil.new()
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t.kind = StringName(d.get("kind", str(KIND_IDLE)))
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t.data = (d.get("data", {}) as Dictionary).duplicate(true)
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t.done = d.get("done", false)
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return t
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# ── convenience ──────────────────────────────────────────────────────────────
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## Rebuild Vector2i from the JSON-safe int fields. Only valid for KIND_WALK.
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func get_walk_destination() -> Vector2i:
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return Vector2i(data.get("to_x", 0), data.get("to_y", 0))
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