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
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commit
61dcf6760b
18 changed files with 681 additions and 26 deletions
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@ -26,6 +26,15 @@ class_name Pawn
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const STEP_TICKS: int = 10
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const TILE_SIZE_PX: int = 16 # Mirrors World.TILE_SIZE_PX; standalone so Pawn needs no World reference.
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# ── hunger constants (docs/design.md "Health & status effects") ───────────────
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# Decay rate: 0.10 / tick × 20 ticks/s = 2.0 / real-sec at 1×.
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# 100 → 0 in 50 sim seconds (1×). At Fast (5×): ~10 real seconds.
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# At Ultra (12×): ~4 real seconds. Phase 7 demo-friendliness: at Fast a pawn
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# needs food within ~10 real seconds of spawn. Keep items in-world so hunger
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# triggers before it empties entirely. Tune in Phase 20.
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const HUNGER_MAX: float = 100.0
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const HUNGER_DECAY_PER_TICK: float = 0.02 # ~100→0 over 5000 ticks; ~4 min at 1×, ~20 s at Ultra. Tune Phase 20.
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# ── skill definitions (docs/design.md "Skills") ──────────────────────────────
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# Five skills, levels 0–10. Level by use; multiplicative speed/quality bonus.
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# Skills modify duration and quality, never permission (design.md:35).
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@ -47,6 +56,9 @@ signal arrived_at_destination(tile: Vector2i)
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var tile: Vector2i = Vector2i.ZERO
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# Phase 7 — hunger need (design.md "Hungry" status). Full at spawn.
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var hunger: float = HUNGER_MAX
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# Player override slot — set by Selection; consumed by Decision on next sim tick.
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# Untyped to dodge the autoload-class-name-ordering trap (Phase 2 gotcha).
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var forced_job = null
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@ -122,6 +134,27 @@ func is_selected() -> bool:
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return _selected
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# ── hunger API (Phase 7) ──────────────────────────────────────────────────────
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## True when hunger is low enough that the pawn should seek food.
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## Threshold matches the design.md "Hungry" state-driven thought trigger (< 30).
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func is_hungry() -> bool:
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return hunger < 30.0
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## True when the pawn is critically hungry and health damage is imminent.
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## Used by Phase 9 status interrupts — not yet wired; exposed early for the
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## save round-trip and future interrupt hook.
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func is_starving() -> bool:
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return hunger < 5.0
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## Set hunger to `value`, clamped to [0, HUNGER_MAX].
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## Used by EatProvider's _tick_eat and save/load.
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func set_hunger(value: float) -> void:
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hunger = clampf(value, 0.0, HUNGER_MAX)
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## Returns the pawn's current level (0–10) for the given skill.
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## Returns 0 for unknown skills so callers need no nil-guard.
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func get_skill(skill: StringName) -> int:
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@ -155,6 +188,7 @@ func to_dict() -> Dictionary:
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"forced_job": forced_job.to_dict() if forced_job != null else null,
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"job_runner": job_runner.to_dict() if job_runner != null else null,
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"skills": skills_data,
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"hunger": hunger,
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}
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@ -176,6 +210,9 @@ func from_dict(d: Dictionary) -> void:
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if jr_dict is Dictionary and job_runner != null:
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job_runner.from_dict(jr_dict)
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# Phase 7 — restore hunger; default to full if missing (pre-Phase-7 save compat).
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hunger = clampf(float(d.get("hunger", HUNGER_MAX)), 0.0, HUNGER_MAX)
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# Restore skills — set directly on the dict to bypass the ALL_SKILLS assert
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# (from_dict must be resilient to saves that pre-date a new skill being added).
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var saved_skills: Variant = d.get("skills")
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@ -195,6 +232,9 @@ func from_dict(d: Dictionary) -> void:
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# ── sim tick: orchestrate AI, then advance walk ─────────────────────────────
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func _on_sim_tick(_tick_number: int) -> void:
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# Phase 7 — decay hunger before orchestration so the AI sees the updated value
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# this tick and can immediately seek food once hunger < 30.
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hunger = maxf(0.0, hunger - HUNGER_DECAY_PER_TICK)
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_orchestrate_ai()
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_advance_walk()
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# Phase 4 — the carry indicator changes when PICKUP/DEPOSIT toils mutate
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