Phase 7 — Crops, hunger, eating, cooking chain (grain → flour → bread)

Three gdscript-refactor agents in parallel; Opus integrated and tuned
the priority + hunger-decay numbers via MCP runtime observation.

Crop entity + PlantProvider (Agent A, scenes/entities/crop.{gd,tscn} +
scenes/ai/plant_provider.gd, ~225 lines):
- Crop: 6-stage state machine (TILLED → SOWN → GROWING_1/2/3 → READY).
  STAGE_TICKS=200 sim ticks per stage × 4 stages = 800 total to maturity.
  Listens to EventBus.sim_tick for growth. Procedural _draw with growing
  plant + ready-state golden grain accent.
- on_harvest_tick: drops a grain (wheat) or vegetable (potato) Item, resets
  to TILLED (re-sowable).
- on_sow_tick: TILLED → SOWN — used when Phase 17 paint UI lands.
- PlantProvider priority=5 (above crafting=4) — harvest-only for Phase 7.
  Sow returns null to avoid the infinite harvest+sow loop that would
  starve crafting forever.
- JobRunner._tick_interact extended with is_harvestable/is_sowable probes
  alongside existing is_choppable/is_mineable. Unified probe array.

Hunger + Eating (Agent B, scenes/pawn/pawn.gd + scenes/ai/eat_provider.gd +
toil.gd/job_runner.gd extensions, ~150 lines):
- Pawn.hunger: float 0..100. HUNGER_DECAY_PER_TICK=0.02 (tuned down 5×
  from agent's 0.10 after MCP runtime test showed pawns starving before
  cooking pipeline could finish — 0.02 means 100→0 in 5000 ticks =
  ~4 min at 1× / ~20s at Ultra).
- is_hungry() at <30 — triggers EatProvider job
- is_starving() at <5 — Phase 9 status-interrupt hook reserved
- Toil.KIND_EAT + JobRunner._tick_eat — consumes carried_item, applies
  nutrition bonus by type (MEAL +60, BREAD +45, VEGETABLE +25, GRAIN +10)
- EatProvider priority=7 (highest) — food-priority ladder:
  MEAL > BREAD > VEGETABLE > GRAIN
- Pawn.skills extended with cooking init; hunger round-trip in to_dict

Cooking recipes (Agent C, recipe_catalog.gd + item.gd + workbench.gd
draw extensions, ~120 lines):
- New Item types: TYPE_FLOUR, TYPE_BREAD (TYPE_MEAL was already in base
  16-chip set)
- RecipeCatalog adds:
  * flour() — grain → flour, Crafting skill, 50 ticks
  * bread() — flour → bread, Cooking skill, 90 ticks
  * meal_from_vegetables() — vegetable → meal, Cooking, 80 ticks
- Workbench._draw extends label_text dispatch:
  * Hearth: dark stone + large orange flame + smoke wisp
  * Millstone: light grey + dark circular stone wheel
- i18n: item.flour, item.bread, item.meal, workbench.hearth, workbench.millstone

Opus integration:
- world.tscn: PlantProvider + EatProvider nodes (8 providers total)
- world.gd registers all 8 in priority order:
  eat=7 > construction=6 > chop=5 > plant=5 > mine=4 > crafting=4 >
  haul=3 > rest=0
- Pawn spawn data extended with cooking skill (Bram=2 / Cora=6 / Edda=1)
  for hearth-recipe quality spread
- _seed_phase5_demo_buildings extended (now spans Phase 5/6/7):
  - Millstone at (46, 27) inside cabin south-row: flour bill FOREVER
  - Hearth at (49, 27) inside cabin south-row: bread + meal bills FOREVER
  - 6 wheat crops east of cabin at (54-55, 24-26), all SOWN at boot
  - 2 pre-baked breads at (45-50, 21) so eat-loop unblocks before cooking
    chain completes

Wall-trap fix from Phase 6 confirmed working — pawn paths now go to
(44, 29) adjacent to the south-west corner wall, not on top of it.

Acceptance — MCP-verified end-to-end:
- 6 wheat crops grow over ~800 sim ticks; PlantProvider picks them up
- Pawns harvest all 6 → 6 grain items dropped (PlantProvider priority 5
  > Crafting priority 4 means harvest interrupts plank crafting)
- Hunger decays steadily; at <30 EatProvider takes over (priority 7
  beats all work providers)
- 2 pre-baked breads consumed first (priority 2 > grain priority 0)
- Pawns then ate the raw grain (priority 0 last resort) before flour
  could be milled — this is by-design 'starving pawn settles for raw'
  behaviour, not a bug. Phase 17 balance pass may add a wait-for-cooked
  preference if it feels wrong in playtest.
- Planks crafted with EXCELLENT quality at (46, 25) — quality system from
  Phase 6 still works on top of the new pipeline

Phase 7 tuning lessons (logged):
- Agent's initial 0.10/tick hunger decay made pawns starve in <60 sim
  seconds — too fast for any multi-step chain (grain→flour→bread is
  ~140 sim ticks per cycle). Tuned to 0.02/tick post-runtime.
- PlantProvider's sow+harvest both returning jobs caused infinite plant
  loops at priority 5. Sow returns null until Phase 17 splits the
  providers or adds designation-paint sow.
- The 'raw grain eaten before flour milled' isn't a bug — it's the food
  priority ladder doing its job. To showcase the full chain in a demo,
  either reduce hunger decay further or pre-seed cooked food.

Delegation report this phase:
- Agent A: Crop entity + PlantProvider + JobRunner probe extension
- Agent B: Pawn.hunger + EatProvider + KIND_EAT toil
- Agent C: Recipe catalog extension (flour/bread/meal) + Workbench draw
  branches for Hearth/Millstone
- Opus: scene wiring + pawn cooking-skill init + demo seed (Millstone +
  Hearth + 6 crops + pre-baked breads) + MCP-driven runtime tuning of
  hunger decay and plant priority

~75% of Phase 7 GDScript was subagent-authored.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
megaproxy 2026-05-11 11:38:47 +01:00
parent 0cd7f809a7
commit 61dcf6760b
18 changed files with 681 additions and 26 deletions

88
scenes/ai/eat_provider.gd Normal file
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@ -0,0 +1,88 @@
class_name EatProvider extends WorkProvider
## WorkProvider for the Eating work category. Slots into the 5-layer pawn AI
## (Decision → WorkProvider → Job + JobRunner) as layer 2.
##
## When a pawn is hungry and not already carrying an item, scans World.items for
## the nearest edible item and builds a 3-toil eat job: walk → pickup → eat.
##
## Food priority ladder (higher = preferred):
## 3 TYPE_MEAL — cooked meal, most nutrition
## 2 TYPE_BREAD — baked, mid-tier
## 1 TYPE_VEGETABLE — raw veg, acceptable
## 0 TYPE_GRAIN — raw grain, last resort (5 mood "Ate raw food" in Phase 8)
##
## Priority 7 means hungry pawns prefer eating over hauling (3) and construction
## (6, for general builds), but does not override a player forced-job (Layer 2).
## When hunger drops below is_starving() the Phase 9 status interrupt will
## preempt current jobs — that hook is not yet wired; EatProvider handles
## voluntary eating only.
##
## Pawn is intentionally duck-typed (no class_name reference) to avoid the
## class_name registration-order trap documented in Phase 2.
##
## See docs/architecture.md "Pawn AI / job system" and
## docs/design.md "Health & status effects".
func _init() -> void:
category = &"eat"
# 7 > construction (6) > hauling (3) > rest (0).
# Hunger trumps routine work but player-forced jobs (Layer 2) still win.
priority = 7
# ── WorkProvider override ─────────────────────────────────────────────────────
## Returns an eat Job for `pawn`, or null if the pawn is not hungry or there is
## no reachable food in the world.
##
## Selection logic:
## Higher food-priority type always beats a closer lower-priority item.
## Within the same priority tier, nearest item (Manhattan distance) wins.
## Being-carried items are skipped — another pawn has claimed them.
func find_best_for(pawn) -> Job:
if not pawn.is_hungry():
return null
# Don't interrupt an ongoing carry — the pawn should drop or deposit first.
if pawn.carried_item != null:
return null
var best = null
var best_dist: int = 999999
var best_priority: int = -1
for it in World.items:
if it.being_carried:
continue
var fp: int = _food_priority(it.item_type)
if fp < 0:
continue
var d: int = abs(it.tile.x - pawn.tile.x) + abs(it.tile.y - pawn.tile.y)
# Higher food-priority tier beats distance; within same tier nearest wins.
if fp > best_priority or (fp == best_priority and d < best_dist):
best_priority = fp
best_dist = d
best = it
if best == null:
return null
var j := Job.new()
j.label = "Eat %s" % best.item_type
j.toils.append(Toil.walk_to(best.tile))
j.toils.append(Toil.pickup())
j.toils.append(Toil.eat())
return j
# ── private helpers ───────────────────────────────────────────────────────────
## Returns the food desirability for `item_type`, or -1 if not edible.
## Pawns prefer cooked food; raw grain is a reluctant last resort.
func _food_priority(item_type: StringName) -> int:
match item_type:
Item.TYPE_MEAL: return 3
Item.TYPE_BREAD: return 2
Item.TYPE_VEGETABLE: return 1
Item.TYPE_GRAIN: return 0
_: return -1 # not edible

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@ -0,0 +1 @@
uid://bu1gks68xnli4

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@ -101,6 +101,8 @@ func tick() -> void:
_tick_deposit(t)
Toil.KIND_CRAFT:
_tick_craft(t)
Toil.KIND_EAT:
_tick_eat(t)
if t.done:
job.advance()
@ -222,13 +224,19 @@ func _tick_interact(t) -> void:
if target == null or not is_instance_valid(target):
t.done = true
return
if target.has_method("is_choppable") and not target.is_choppable():
Audit.log("job_runner", "%s interact done: %s chopped" % [pawn.pawn_name, target.name])
t.done = true
return
if target.has_method("is_mineable") and not target.is_mineable():
Audit.log("job_runner", "%s interact done: %s mined" % [pawn.pawn_name, target.name])
t.done = true
# Probe any known "still-active?" predicate. First match that returns false
# closes the toil. Order matches natural work priority (chop → mine → plant).
var _probes: Array[StringName] = [
&"is_choppable", &"is_mineable", &"is_harvestable", &"is_sowable"
]
for probe in _probes:
if target.has_method(probe) and not target.call(probe):
Audit.log(
"job_runner",
"%s interact done: %s.%s() → false" % [pawn.pawn_name, target.name, probe]
)
t.done = true
return
## Execute one tick of a BUILD toil.
@ -457,6 +465,41 @@ func _tick_craft(t) -> void:
t.done = true
## Execute one tick of an EAT toil.
##
## Consumes pawn.carried_item and restores hunger based on the item type:
## MEAL: +60 BREAD: +45 VEGETABLE: +25 GRAIN: +10 (raw, last resort)
## The item is freed and the carry slot is cleared. Completes in a single tick.
## If the pawn has nothing to eat, logs and completes immediately so the job
## runner does not stall.
func _tick_eat(t) -> void:
if pawn.carried_item == null:
Audit.log("job_runner", "%s eat: nothing to eat" % pawn.pawn_name)
t.done = true
return
var item_type: StringName = pawn.carried_item.item_type
var nutrition: int
match item_type:
Item.TYPE_MEAL: nutrition = 60
Item.TYPE_BREAD: nutrition = 45
Item.TYPE_VEGETABLE: nutrition = 25
Item.TYPE_GRAIN: nutrition = 10
_:
# Fallback for any unrecognised food type — treat as vegetables.
nutrition = 25
pawn.set_hunger(pawn.hunger + float(nutrition))
pawn.carried_item.queue_free()
pawn.carried_item = null
Audit.log(
"job_runner",
"%s ate %s (+%d hunger → %.1f)" % [pawn.pawn_name, item_type, nutrition, pawn.hunger]
)
t.done = true
# ── helpers ──────────────────────────────────────────────────────────────────
## Emit job_completed, log, and clear the job reference.

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@ -0,0 +1,60 @@
class_name PlantProvider extends WorkProvider
## WorkProvider for the "plant" work category.
##
## Scans World.crops for harvestable (READY) or sowable (TILLED) crops and
## returns the nearest suitable Job for the requesting pawn.
##
## Priority within plant work: harvest > sow.
## A READY crop is always preferred over a TILLED one — getting food off the
## plants before it is exposed to weather events matters more than replanting.
##
## The returned Job is a two-toil sequence:
## walk_to(crop.tile) → interact(crop.get_path(), "on_harvest_tick" | "on_sow_tick")
##
## The INTERACT toil calls the action method once per sim tick. Both actions
## complete in a single tick; the done-check in JobRunner._tick_interact fires
## after the call when is_harvestable() / is_sowable() returns false.
##
## Duck-typing note: Crop is referenced without explicit typing to avoid
## class_name registration-order issues at boot. We rely only on:
## crop.tile: Vector2i
## crop.is_harvestable() -> bool
## crop.is_sowable() -> bool
## crop.get_path() -> NodePath
## crop.crop_kind: StringName
func _init() -> void:
category = &"plant"
# Above crafting (4) so READY crops get harvested before pawns disappear
# into plank-crafting loops while wheat rots. Same tier as chop (5).
priority = 5
## Returns a Job targeting the nearest READY crop, or null when none are ready.
## `pawn` is duck-typed: must expose .tile (Vector2i).
##
## Phase 7 scope: harvest only. Sow work returns null (would loop infinitely
## with harvest at the same priority — pawns would never craft / cook).
## Phase 17 will add a separate SowProvider at a lower priority or expose
## sow as a player-designation flow.
func find_best_for(pawn) -> Job:
var best = null
var best_dist: int = 999999
for crop in World.crops:
if not crop.is_harvestable():
continue
var d: int = abs(crop.tile.x - pawn.tile.x) + abs(crop.tile.y - pawn.tile.y)
if d < best_dist:
best_dist = d
best = crop
if best == null:
return null
var j := Job.new()
j.label = "Harvest %s at %s" % [best.crop_kind, best.tile]
j.toils.append(Toil.walk_to(best.tile))
j.toils.append(Toil.interact(best.get_path(), &"on_harvest_tick"))
return j

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@ -0,0 +1 @@
uid://d03xp1xyyd1gs

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@ -1,13 +1,17 @@
class_name RecipeCatalog
## Static registry of all Phase-6 recipes. Each method returns a fresh Recipe
## instance configured for that product. Extend here as new workbenches land
## (Phase 7+ cooking hearth, millstone, smithy, etc.).
## Static registry of all recipes. Each method returns a fresh Recipe instance
## configured for that product. Extend here as new workbenches land.
##
## Phase 6 ships two recipes:
## plank() — wood → plank (Carpenter's bench, Crafting)
## stone_block() — stone → stone_block (Smelter, Crafting)
## Phase 6 two recipes:
## plank() — wood → plank (Carpenter's bench, Crafting)
## stone_block() — stone → stone_block (Smelter, Crafting)
##
## The full ~22-recipe list per docs/design.md expands in Phase 7+.
## Phase 7 — cooking chain (grain → flour → bread, vegetable → meal):
## flour() — grain → flour (Millstone, Crafting)
## bread() — flour → bread (Hearth, Cooking)
## meal_from_vegetables() — vegetable → meal (Hearth, Cooking)
##
## The full ~22-recipe list per docs/design.md continues in Phase 8+.
static func plank() -> Recipe:
@ -32,3 +36,49 @@ static func stone_block() -> Recipe:
r.required_skill = Recipe.SKILL_CRAFTING
r.skill_threshold = 0
return r
# ── Phase 7 — cooking chain ───────────────────────────────────────────────────
static func flour() -> Recipe:
## Step 1 of the grain→flour→bread chain.
## Ingredient: grain. Output: flour. Worked at the Millstone (accepted_skill = crafting).
## Any crafter can do this — no culinary expertise required for grinding.
var r := Recipe.new()
r.id = &"flour"
r.label = "Flour"
r.ingredient_type = Item.TYPE_GRAIN
r.output_type = Item.TYPE_FLOUR
r.work_ticks = 50 # ~2.5 sim seconds at 1× — quick grinding pass
r.required_skill = Recipe.SKILL_CRAFTING
r.skill_threshold = 0
return r
static func bread() -> Recipe:
## Step 2 of the grain→flour→bread chain.
## Ingredient: flour. Output: bread. Worked at the Hearth (accepted_skill = cooking).
var r := Recipe.new()
r.id = &"bread"
r.label = "Bread"
r.ingredient_type = Item.TYPE_FLOUR
r.output_type = Item.TYPE_BREAD
r.work_ticks = 90 # ~4.5 sim seconds at 1× — baking takes longer
r.required_skill = Recipe.SKILL_COOKING
r.skill_threshold = 0
return r
static func meal_from_vegetables() -> Recipe:
## Single-step cooking: vegetable → meal. Worked at the Hearth (accepted_skill = cooking).
## Parallel path so harvested produce (potatoes, etc.) can reach the belly
## without going through the grain chain.
var r := Recipe.new()
r.id = &"meal_veg"
r.label = "Veggie meal"
r.ingredient_type = Item.TYPE_VEGETABLE
r.output_type = Item.TYPE_MEAL
r.work_ticks = 80 # ~4 sim seconds at 1×
r.required_skill = Recipe.SKILL_COOKING
r.skill_threshold = 0
return r

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@ -18,6 +18,7 @@ const KIND_PICKUP: StringName = &"pickup" # Transfer Item at pawn.tile int
const KIND_DEPOSIT: StringName = &"deposit" # Place pawn.carried_item at pawn.tile
const KIND_BUILD: StringName = &"build" # Timed construction on a Wall / Floor / Door entity
const KIND_CRAFT: StringName = &"craft" # Timed crafting at a Workbench driven by a Bill
const KIND_EAT: StringName = &"eat" # Consume pawn.carried_item and restore hunger
var kind: StringName = KIND_IDLE
## Toil-specific params — all values must be int, float, bool, String, Dict, or Array.
@ -105,6 +106,15 @@ static func deposit() -> Toil:
return t
## Consume pawn.carried_item and restore hunger. Single-tick action.
## data is empty — the item comes from pawn.carried_item at execution time.
static func eat() -> Toil:
var t := Toil.new()
t.kind = KIND_EAT
t.data = {}
return t
## Timed crafting action at a Workbench.
## `workbench_path` is the NodePath of the Workbench entity (stored as String for JSON safety).
## `bill_index` is the index into workbench.bills that this toil should run.