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:
parent
0cd7f809a7
commit
61dcf6760b
18 changed files with 681 additions and 26 deletions
198
scenes/entities/crop.gd
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198
scenes/entities/crop.gd
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class_name Crop extends Node2D
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## Crop entity — a farm plant tile that grows through stages and is harvested by a pawn.
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##
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## Growth model (docs/implementation.md Phase 7):
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## SOWN → GROWING_1 → GROWING_2 → GROWING_3 → READY, each stage taking STAGE_TICKS sim ticks.
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## At 20 Hz, 200 ticks ≈ 10 sim seconds ≈ 2 in-game minutes at Fast speed.
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## "No growth indoors" rule (docs/design.md) lands in Phase 13 when the Roof flag
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## system is fully wired; for now crops always grow.
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##
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## A PlantProvider creates a Job whose INTERACT toil calls on_harvest_tick() or
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## on_sow_tick() once per sim tick via JobRunner. Both are single-tick completions.
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## The INTERACT toil finishes when is_harvestable() / is_sowable() returns false.
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##
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## World registration (World.register_crop / World.unregister_crop) is called here.
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const TILE_SIZE_PX: int = 16
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## Phase 7 ships wheat and potato. Phase 17 expands (berry, hop) per design.md.
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const KIND_WHEAT: StringName = &"wheat"
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const KIND_POTATO: StringName = &"potato"
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## Sim ticks per growth stage. 200 ticks × 4 stages = 800 total.
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## At 20 Hz × 5× speed = 100 ticks/sec → 8 real seconds per stage, 32 seconds full grow.
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const STAGE_TICKS: int = 200
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const STAGE_COUNT: int = 4
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enum Stage { TILLED, SOWN, GROWING_1, GROWING_2, GROWING_3, READY }
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@export var crop_kind: StringName = KIND_WHEAT
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@export var tile: Vector2i = Vector2i.ZERO
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var stage: Stage = Stage.SOWN
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## Progress within the current growth stage; 0..STAGE_TICKS.
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var stage_progress: int = 0
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const ITEM_SCENE: PackedScene = preload("res://scenes/entities/item.tscn")
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# ── lifecycle ─────────────────────────────────────────────────────────────────
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func _ready() -> void:
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position = _tile_to_world(tile)
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World.register_crop(self)
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EventBus.sim_tick.connect(_on_sim_tick)
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queue_redraw()
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func _exit_tree() -> void:
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World.unregister_crop(self)
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# ── public API ────────────────────────────────────────────────────────────────
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## One-shot initialiser. Call after add_child() so _ready() has already fired.
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func setup(p_tile: Vector2i, p_kind: StringName, p_stage: Stage = Stage.SOWN) -> void:
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tile = p_tile
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crop_kind = p_kind
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stage = p_stage
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stage_progress = 0
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position = _tile_to_world(tile)
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queue_redraw()
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Audit.log("crop", "spawned %s at %s (stage=%s)" % [crop_kind, tile, Stage.keys()[stage]])
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## True when this crop can be harvested by a pawn.
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func is_harvestable() -> bool:
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return stage == Stage.READY
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## True when this crop can be sown by a pawn (bare tilled soil, no plant yet).
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func is_sowable() -> bool:
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return stage == Stage.TILLED
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## Called by the INTERACT toil in JobRunner once per sim tick while a pawn harvests.
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## Single-tick harvest: drops an output Item and resets to TILLED (re-sowable).
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func on_harvest_tick() -> void:
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if not is_harvestable():
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return
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var item_type := _harvest_output_for(crop_kind)
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var it: Item = ITEM_SCENE.instantiate()
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get_parent().add_child(it)
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it.setup(item_type, 1, tile)
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stage = Stage.TILLED
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stage_progress = 0
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Audit.log("crop", "harvested %s at %s → %s" % [crop_kind, tile, item_type])
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queue_redraw()
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## Called by the INTERACT toil in JobRunner once per sim tick while a pawn sows.
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## Single-tick sow: transitions TILLED → SOWN so growth begins on the next sim tick.
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func on_sow_tick() -> void:
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if not is_sowable():
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return
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stage = Stage.SOWN
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stage_progress = 0
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Audit.log("crop", "sown %s at %s" % [crop_kind, tile])
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queue_redraw()
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# ── growth ────────────────────────────────────────────────────────────────────
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func _on_sim_tick(_n: int) -> void:
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# Phase 7 simplification: crops always grow regardless of roofing.
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# Phase 13 "no growth indoors" rule lands when Roof flag system is live.
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if stage == Stage.READY or stage == Stage.TILLED:
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return
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stage_progress += 1
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if stage_progress >= STAGE_TICKS:
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stage_progress = 0
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stage = (int(stage) + 1) as Stage
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queue_redraw()
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if stage == Stage.READY:
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Audit.log("crop", "%s ready at %s" % [crop_kind, tile])
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# ── save / load ───────────────────────────────────────────────────────────────
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func to_dict() -> Dictionary:
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return {
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"tile_x": tile.x,
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"tile_y": tile.y,
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"crop_kind": String(crop_kind),
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"stage": int(stage),
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"stage_progress": stage_progress,
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}
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## Returns a plain Dictionary spec for World to instantiate from.
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## Crops cannot reconstruct themselves standalone — they need a parent in the
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## scene tree. World adds the node, then calls setup() from the returned dict.
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static func from_dict(d: Dictionary) -> Dictionary:
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return {
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"tile_x": int(d.get("tile_x", 0)),
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"tile_y": int(d.get("tile_y", 0)),
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"crop_kind": StringName(d.get("crop_kind", "wheat")),
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"stage": int(d.get("stage", Stage.SOWN)),
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"stage_progress": int(d.get("stage_progress", 0)),
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}
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# ── render ────────────────────────────────────────────────────────────────────
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func _draw() -> void:
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# Tilled-soil base: a small dark-earth square.
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var soil_color := Color(0.32, 0.20, 0.10)
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var soil_dark := Color(0.22, 0.14, 0.06)
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draw_rect(Rect2(Vector2(-7.0, -7.0), Vector2(14.0, 14.0)), soil_color)
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draw_rect(Rect2(Vector2(-7.0, -7.0), Vector2(14.0, 14.0)), soil_dark, false, 1.0)
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if stage == Stage.TILLED:
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return # Bare soil — no plant drawn.
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# stage_idx: 0 = SOWN, 4 = READY
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var stage_idx := int(stage) - int(Stage.SOWN)
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var height: float = lerp(2.0, 12.0, float(stage_idx) / float(STAGE_COUNT))
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var plant_color := _plant_color_for(crop_kind)
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# Stem
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draw_rect(Rect2(Vector2(-2.0, 5.0 - height), Vector2(4.0, height)), plant_color)
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# Foliage circle grows in from GROWING_2 onward
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if stage_idx >= 2:
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draw_circle(Vector2(0.0, 5.0 - height), 3.0 + float(stage_idx), plant_color)
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# Ready accent — grain head or potato cap
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if stage == Stage.READY:
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draw_circle(Vector2(0.0, 5.0 - height), 2.0, _ready_accent_for(crop_kind))
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# ── helpers ───────────────────────────────────────────────────────────────────
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func _harvest_output_for(kind: StringName) -> StringName:
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match kind:
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KIND_WHEAT: return Item.TYPE_GRAIN
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KIND_POTATO: return Item.TYPE_VEGETABLE
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_: return Item.TYPE_VEGETABLE # fallback
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func _plant_color_for(kind: StringName) -> Color:
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match kind:
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KIND_WHEAT: return Color(0.50, 0.65, 0.20) # bright green sprout
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KIND_POTATO: return Color(0.30, 0.55, 0.20) # darker green
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_: return Color(0.40, 0.60, 0.20)
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func _ready_accent_for(kind: StringName) -> Color:
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match kind:
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KIND_WHEAT: return Color(0.95, 0.85, 0.20) # golden grain head
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KIND_POTATO: return Color(0.95, 0.60, 0.30) # orange potato cap
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_: return Color(1.0, 0.4, 0.4)
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func _tile_to_world(t: Vector2i) -> Vector2:
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return Vector2(
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t.x * TILE_SIZE_PX + TILE_SIZE_PX / 2.0,
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t.y * TILE_SIZE_PX + TILE_SIZE_PX / 2.0
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)
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1
scenes/entities/crop.gd.uid
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1
scenes/entities/crop.gd.uid
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uid://q8lfw7bpsv4s
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6
scenes/entities/crop.tscn
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6
scenes/entities/crop.tscn
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[gd_scene load_steps=2 format=3 uid="uid://crop_entity"]
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[ext_resource type="Script" path="res://scenes/entities/crop.gd" id="1_crop"]
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[node name="Crop" type="Node2D"]
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script = ExtResource("1_crop")
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const TYPE_PLANK: StringName = &"plank"
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const TYPE_STONE_BLOCK: StringName = &"stone_block"
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# Phase 7 — cooking chain. Grain → Flour (millstone) → Bread (hearth).
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# TYPE_MEAL (&"meal") is the generic cooked-dish output and already lives above
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# in the 16-chip base set.
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const TYPE_FLOUR: StringName = &"flour"
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const TYPE_BREAD: StringName = &"bread"
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const ALL_TYPES: Array[StringName] = [
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TYPE_WOOD, TYPE_STONE, TYPE_IRON_ORE, TYPE_COPPER_ORE,
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TYPE_SILVER, TYPE_GOLD, TYPE_CLOTH, TYPE_VEGETABLE,
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TYPE_MEAT, TYPE_GRAIN, TYPE_MEAL, TYPE_MEDICINE,
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TYPE_TOOL, TYPE_WEAPON, TYPE_ARMOR, TYPE_CORPSE,
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TYPE_PLANK, TYPE_STONE_BLOCK,
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TYPE_FLOUR, TYPE_BREAD,
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]
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# ── quality system (docs/architecture.md "Quality system") ───────────────────
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@ -37,7 +37,7 @@ const BUILD_TICKS: int = 90
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@export var tile: Vector2i = Vector2i.ZERO
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## Player-visible label. Also drives the _draw() variant.
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## Recognised values: "Carpenter", "Smelter". Others render generic.
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## Recognised values: "Carpenter", "Smelter", "Hearth", "Millstone". Others render generic.
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@export var label_text: String = "Workbench"
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## Which skill category this bench accepts.
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_draw_carpenter(alpha)
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"Smelter":
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_draw_smelter(alpha)
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"Hearth":
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_draw_hearth(alpha)
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"Millstone":
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_draw_millstone(alpha)
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_:
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_draw_generic(alpha)
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@ -280,6 +284,56 @@ func _draw_smelter(alpha: float) -> void:
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draw_rect(Rect2(Vector2(-8.0, -16.0), Vector2(16.0, 16.0)), outline, false, 1.0)
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func _draw_hearth(alpha: float) -> void:
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# Dark grey stone block with a large orange flame at centre of front face and
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# a thin smoke wisp poking above the top face. Visually heavier than the
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# Smelter (which has a small ember) to signal open-fire cooking.
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var top_face := Color(0.35, 0.30, 0.25, alpha)
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var front_face := Color(0.28, 0.24, 0.20, alpha)
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var mortar := Color(0.18, 0.14, 0.12, alpha)
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var flame := Color(0.95, 0.55, 0.10, alpha)
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var smoke := Color(0.72, 0.70, 0.68, alpha * 0.6)
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var outline := Color(0.14, 0.10, 0.08, 0.7 * alpha)
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# Top face.
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draw_rect(Rect2(Vector2(-8.0, -16.0), Vector2(16.0, 5.0)), top_face)
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# Front face.
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draw_rect(Rect2(Vector2(-8.0, -11.0), Vector2(16.0, 11.0)), front_face)
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# Mortar seam.
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draw_line(Vector2(-8.0, -6.0), Vector2(8.0, -6.0), mortar, 1.0)
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# Flame: 6×4 px orange rect, horizontally centred in the front face.
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draw_rect(Rect2(Vector2(-3.0, -8.0), Vector2(6.0, 4.0)), flame)
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# Smoke wisp: 1×2 px vertical light-grey rect rising above the top face.
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draw_rect(Rect2(Vector2(-0.5, -18.0), Vector2(1.0, 2.0)), smoke)
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# Top/front edge horizon line.
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draw_line(Vector2(-8.0, -11.0), Vector2(8.0, -11.0), mortar, 1.0)
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# Tile outline.
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draw_rect(Rect2(Vector2(-8.0, -16.0), Vector2(16.0, 16.0)), outline, false, 1.0)
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func _draw_millstone(alpha: float) -> void:
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# Very light grey stone block with a circular dark-grey stone wheel inset
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# at the centre of the front face. Suggests a grinding wheel.
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var top_face := Color(0.78, 0.78, 0.72, alpha)
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var front_face := Color(0.65, 0.65, 0.60, alpha)
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var seam := Color(0.45, 0.45, 0.42, alpha)
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var wheel := Color(0.40, 0.40, 0.36, alpha)
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var outline := Color(0.28, 0.28, 0.26, 0.7 * alpha)
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# Top face.
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draw_rect(Rect2(Vector2(-8.0, -16.0), Vector2(16.0, 5.0)), top_face)
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# Front face.
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draw_rect(Rect2(Vector2(-8.0, -11.0), Vector2(16.0, 11.0)), front_face)
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# Seam.
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draw_line(Vector2(-8.0, -6.0), Vector2(8.0, -6.0), seam, 1.0)
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# Stone wheel: filled circle radius 5 px, centred on the front face.
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draw_circle(Vector2(0.0, -5.5), 5.0, wheel)
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# Top/front edge horizon line.
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draw_line(Vector2(-8.0, -11.0), Vector2(8.0, -11.0), seam, 1.0)
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# Tile outline.
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draw_rect(Rect2(Vector2(-8.0, -16.0), Vector2(16.0, 16.0)), outline, false, 1.0)
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func _draw_generic(alpha: float) -> void:
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# Warm-grey fallback bench. Simple two-band block with a single seam.
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var top_face := Color(0.58, 0.55, 0.50, alpha)
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