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

@ -26,15 +26,16 @@ const FLOOR_SCENE: PackedScene = preload("res://scenes/entities/floor.tscn")
const DOOR_SCENE: PackedScene = preload("res://scenes/entities/door.tscn")
const CRATE_SCENE: PackedScene = preload("res://scenes/world/crate.tscn")
const WORKBENCH_SCENE: PackedScene = preload("res://scenes/entities/workbench.tscn")
const CROP_SCENE: PackedScene = preload("res://scenes/entities/crop.tscn")
const ITEM_SCENE: PackedScene = preload("res://scenes/entities/item.tscn")
# 3 starting pawns — Phase 2 demo. Phase 7+ replaces this with map-gen + name table.
const SAMPLE_PAWNS: Array[Dictionary] = [
# Phase 6 demo — varied Crafting skill so the quality system shows visible
# spread. Manual labor / cooking / medicine / combat all default to 0
# (they kick in from Phase 7+).
{"name": "Bram", "tile": Vector2i(20, 40), "crafting": 8}, # high — makes mostly Excellent / Masterwork / occasional Legendary
{"name": "Cora", "tile": Vector2i(25, 40), "crafting": 4}, # medium — Normal / Excellent mix
{"name": "Edda", "tile": Vector2i(30, 40), "crafting": 0}, # low — Shoddy / Normal only
# spread. Phase 7 adds Cooking skill for hearth recipe variety.
{"name": "Bram", "tile": Vector2i(20, 40), "crafting": 8, "cooking": 2}, # high crafter, weak cook
{"name": "Cora", "tile": Vector2i(25, 40), "crafting": 4, "cooking": 6}, # mid crafter, strong cook
{"name": "Edda", "tile": Vector2i(30, 40), "crafting": 0, "cooking": 1}, # low crafter, weak cook
]
# Phase 4 — sample harvestables. Trees clustered east, rocks south-east.
@ -64,6 +65,8 @@ const HAUL_SWEEP_INTERVAL_TICKS: int = 100
@onready var hauling_provider: HaulingProvider = $HaulingProvider
@onready var construction_provider: ConstructionProvider = $ConstructionProvider
@onready var crafting_provider: CraftingProvider = $CraftingProvider
@onready var plant_provider: PlantProvider = $PlantProvider
@onready var eat_provider: EatProvider = $EatProvider
func _ready() -> void:
@ -93,14 +96,15 @@ func _ready() -> void:
# Designation: bind the paint surface + the Selection guard.
designation_ctl.bind(designation_layer, selection)
# Register all 6 providers — Decision iterates by .priority desc.
# construction=6 > chop=5 > mine=4 > crafting=4 > haul=3 > rest=0.
# (chop and crafting share priority 4 — first-found wins per Decision's sort
# stability. Phase 17 can finalize the priority order via playtest.)
# Register all 8 providers — Decision iterates by .priority desc.
# eat=7 > construction=6 > chop=5 > mine=4 ≈ crafting=4 > plant=3 ≈ haul=3 > rest=0.
# Phase 17 will tune these via the work-priority matrix UI.
World.register_work_provider(eat_provider)
World.register_work_provider(construction_provider)
World.register_work_provider(chop_provider)
World.register_work_provider(mine_provider)
World.register_work_provider(crafting_provider)
World.register_work_provider(plant_provider)
World.register_work_provider(hauling_provider)
World.register_work_provider(rest_provider)
@ -205,6 +209,9 @@ func _spawn_sample_pawns() -> void:
# Phase 6: seed Crafting skill so the quality demo shows variety.
if spawn_data.has("crafting"):
p.set_skill(Pawn.SKILL_CRAFTING, int(spawn_data["crafting"]))
# Phase 7: seed Cooking skill so hearth recipes show quality spread too.
if spawn_data.has("cooking"):
p.set_skill(Pawn.SKILL_COOKING, int(spawn_data["cooking"]))
World.register_pawn(p)
@ -317,6 +324,62 @@ func _seed_phase5_demo_buildings() -> void:
Audit.log("world", "phase 6 demo: 2 workbenches built (Carpenter→planks FOREVER, Smelter→blocks UNTIL_N=5)")
# Phase 7 demo — Millstone + Hearth inside the cabin (south row), so the
# grain→flour→bread chain runs visibly. Wheat crops outside the cabin to
# the east. A couple of pre-baked breads + a meal item near the cabin so
# the eat-loop is testable even before cooking completes.
var millstone: Workbench = WORKBENCH_SCENE.instantiate()
add_child(millstone)
millstone.setup(Vector2i(46, 27))
millstone.label_text = "Millstone"
millstone.accepted_skill = Pawn.SKILL_CRAFTING
while millstone.is_buildable():
millstone.on_build_tick()
var flour_bill := Bill.new()
flour_bill.recipe = RecipeCatalog.flour()
flour_bill.mode = Bill.Mode.FOREVER
millstone.add_bill(flour_bill)
var hearth: Workbench = WORKBENCH_SCENE.instantiate()
add_child(hearth)
hearth.setup(Vector2i(49, 27))
hearth.label_text = "Hearth"
hearth.accepted_skill = Pawn.SKILL_COOKING
while hearth.is_buildable():
hearth.on_build_tick()
var bread_bill := Bill.new()
bread_bill.recipe = RecipeCatalog.bread()
bread_bill.mode = Bill.Mode.FOREVER
hearth.add_bill(bread_bill)
var meal_bill := Bill.new()
meal_bill.recipe = RecipeCatalog.meal_from_vegetables()
meal_bill.mode = Bill.Mode.FOREVER
hearth.add_bill(meal_bill)
# Wheat crops east of the cabin, near the trees.
var crop_tiles: Array[Vector2i] = [
Vector2i(54, 24), Vector2i(54, 25), Vector2i(54, 26),
Vector2i(55, 24), Vector2i(55, 25), Vector2i(55, 26),
]
for ct in crop_tiles:
var c: Crop = CROP_SCENE.instantiate()
add_child(c)
c.setup(ct, Crop.KIND_WHEAT, Crop.Stage.SOWN)
# Pre-baked breads + a vegetable meal so pawns can eat before the
# full cooking chain finishes. Phase 17 may remove these as cooking
# becomes reliable; for Phase 7 demo they keep the loop unblocked.
var snack_tiles: Array[Vector2i] = [Vector2i(45, 21), Vector2i(50, 21)]
for st in snack_tiles:
var bread_item: Item = ITEM_SCENE.instantiate()
add_child(bread_item)
bread_item.setup(Item.TYPE_BREAD, 1, st)
bread_item.quality = Item.Quality.NORMAL
Audit.log("world", "phase 7 demo: Millstone+Hearth built, %d wheat crops sown, %d pre-baked breads placed" % [
crop_tiles.size(), snack_tiles.size()
])
func _spawn_sample_stockpiles() -> void:
# Two zones for the Phase 4 acceptance demo: