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

View file

@ -37,7 +37,7 @@ const BUILD_TICKS: int = 90
@export var tile: Vector2i = Vector2i.ZERO
## Player-visible label. Also drives the _draw() variant.
## Recognised values: "Carpenter", "Smelter". Others render generic.
## Recognised values: "Carpenter", "Smelter", "Hearth", "Millstone". Others render generic.
@export var label_text: String = "Workbench"
## Which skill category this bench accepts.
@ -229,6 +229,10 @@ func _draw() -> void:
_draw_carpenter(alpha)
"Smelter":
_draw_smelter(alpha)
"Hearth":
_draw_hearth(alpha)
"Millstone":
_draw_millstone(alpha)
_:
_draw_generic(alpha)
@ -280,6 +284,56 @@ func _draw_smelter(alpha: float) -> void:
draw_rect(Rect2(Vector2(-8.0, -16.0), Vector2(16.0, 16.0)), outline, false, 1.0)
func _draw_hearth(alpha: float) -> void:
# Dark grey stone block with a large orange flame at centre of front face and
# a thin smoke wisp poking above the top face. Visually heavier than the
# Smelter (which has a small ember) to signal open-fire cooking.
var top_face := Color(0.35, 0.30, 0.25, alpha)
var front_face := Color(0.28, 0.24, 0.20, alpha)
var mortar := Color(0.18, 0.14, 0.12, alpha)
var flame := Color(0.95, 0.55, 0.10, alpha)
var smoke := Color(0.72, 0.70, 0.68, alpha * 0.6)
var outline := Color(0.14, 0.10, 0.08, 0.7 * alpha)
# Top face.
draw_rect(Rect2(Vector2(-8.0, -16.0), Vector2(16.0, 5.0)), top_face)
# Front face.
draw_rect(Rect2(Vector2(-8.0, -11.0), Vector2(16.0, 11.0)), front_face)
# Mortar seam.
draw_line(Vector2(-8.0, -6.0), Vector2(8.0, -6.0), mortar, 1.0)
# Flame: 6×4 px orange rect, horizontally centred in the front face.
draw_rect(Rect2(Vector2(-3.0, -8.0), Vector2(6.0, 4.0)), flame)
# Smoke wisp: 1×2 px vertical light-grey rect rising above the top face.
draw_rect(Rect2(Vector2(-0.5, -18.0), Vector2(1.0, 2.0)), smoke)
# Top/front edge horizon line.
draw_line(Vector2(-8.0, -11.0), Vector2(8.0, -11.0), mortar, 1.0)
# Tile outline.
draw_rect(Rect2(Vector2(-8.0, -16.0), Vector2(16.0, 16.0)), outline, false, 1.0)
func _draw_millstone(alpha: float) -> void:
# Very light grey stone block with a circular dark-grey stone wheel inset
# at the centre of the front face. Suggests a grinding wheel.
var top_face := Color(0.78, 0.78, 0.72, alpha)
var front_face := Color(0.65, 0.65, 0.60, alpha)
var seam := Color(0.45, 0.45, 0.42, alpha)
var wheel := Color(0.40, 0.40, 0.36, alpha)
var outline := Color(0.28, 0.28, 0.26, 0.7 * alpha)
# Top face.
draw_rect(Rect2(Vector2(-8.0, -16.0), Vector2(16.0, 5.0)), top_face)
# Front face.
draw_rect(Rect2(Vector2(-8.0, -11.0), Vector2(16.0, 11.0)), front_face)
# Seam.
draw_line(Vector2(-8.0, -6.0), Vector2(8.0, -6.0), seam, 1.0)
# Stone wheel: filled circle radius 5 px, centred on the front face.
draw_circle(Vector2(0.0, -5.5), 5.0, wheel)
# Top/front edge horizon line.
draw_line(Vector2(-8.0, -11.0), Vector2(8.0, -11.0), seam, 1.0)
# Tile outline.
draw_rect(Rect2(Vector2(-8.0, -16.0), Vector2(16.0, 16.0)), outline, false, 1.0)
func _draw_generic(alpha: float) -> void:
# Warm-grey fallback bench. Simple two-band block with a single seam.
var top_face := Color(0.58, 0.55, 0.50, alpha)