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

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@ -31,6 +31,16 @@ const TABLE: Dictionary = {
# Phase 6 — new item types (carpenter bench + smelter outputs) # Phase 6 — new item types (carpenter bench + smelter outputs)
&"item.plank": "Plank", &"item.plank": "Plank",
&"item.stone_block": "Stone block", &"item.stone_block": "Stone block",
# Phase 7 — food loop and cooking chain item types
&"item.flour": "Flour",
&"item.bread": "Bread",
&"item.meal": "Meal",
# Phase 7 — cooking workbench labels
&"workbench.hearth": "Hearth",
&"workbench.millstone": "Millstone",
# Phase 7 — pawn hunger states
&"pawn.state.eating": "eating",
&"pawn.state.hungry": "hungry",
# Phase 6 — quality tier labels # Phase 6 — quality tier labels
&"quality.shoddy": "Shoddy", &"quality.shoddy": "Shoddy",
&"quality.normal": "Normal", &"quality.normal": "Normal",

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@ -43,6 +43,11 @@ var doors: Array = []
# to find bench+bill pairs for eligible pawns. # to find bench+bill pairs for eligible pawns.
var workbenches: Array = [] var workbenches: Array = []
# Phase 7 — crop entities. Crop._ready() calls register_crop();
# _exit_tree() calls unregister_crop(). PlantProvider iterates this to find
# harvestable (READY) and sowable (TILLED) crops for eligible pawns.
var crops: Array = []
# Phase 4 — hauling dirty set. Keys are Items, value is unused (we just use .keys()). # Phase 4 — hauling dirty set. Keys are Items, value is unused (we just use .keys()).
# An Item is added when it spawns (Tree.fell, Rock.mined, workbench drop, ...) # An Item is added when it spawns (Tree.fell, Rock.mined, workbench drop, ...)
# and removed when it lands at its highest-priority valid destination. # and removed when it lands at its highest-priority valid destination.
@ -164,6 +169,15 @@ func unregister_workbench(wb) -> void:
workbenches.erase(wb) workbenches.erase(wb)
func register_crop(c) -> void:
if not crops.has(c):
crops.append(c)
func unregister_crop(c) -> void:
crops.erase(c)
# Called by Wall.on_build_tick() when construction completes. # Called by Wall.on_build_tick() when construction completes.
# Stamps the data-only Wall TileMap layer so room/roof/save logic sees the # Stamps the data-only Wall TileMap layer so room/roof/save logic sees the
# wall. World scene exposes wall_layer via a getter set during _ready. # wall. World scene exposes wall_layer via a getter set during _ready.

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@ -13,7 +13,8 @@ Effort estimates are wall-time at **focused solo pace**. Scale up generously for
| ✅ done — Tree/Rock/Item entities, ChopProvider/MineProvider/HaulingProvider, StockpileZone with 16-chip filter + 5-tier priority + cascade sweep | **Phase 4 — First verbs: chop, mine, hauling, stockpiles** | | ✅ done — Tree/Rock/Item entities, ChopProvider/MineProvider/HaulingProvider, StockpileZone with 16-chip filter + 5-tier priority + cascade sweep | **Phase 4 — First verbs: chop, mine, hauling, stockpiles** |
| ✅ done — Designation paint mode, BuildJob queue, ConstructionProvider, Wall/Floor/Door entities (Y-sorted), Crate as StorageDestination. **Rendering pivot to 3/4 perspective locked.** | **Phase 5 — Building, walls, floors, containers** | | ✅ done — Designation paint mode, BuildJob queue, ConstructionProvider, Wall/Floor/Door entities (Y-sorted), Crate as StorageDestination. **Rendering pivot to 3/4 perspective locked.** | **Phase 5 — Building, walls, floors, containers** |
| ✅ done — Recipe + Bill data, Workbench entity (Carpenter / Smelter via label_text), CraftingProvider, KIND_CRAFT toil, 5-tier Quality system, Pawn skills, wall-trap fix | **Phase 6 — Production: workbenches, recipes, bills, quality** | | ✅ done — Recipe + Bill data, Workbench entity (Carpenter / Smelter via label_text), CraftingProvider, KIND_CRAFT toil, 5-tier Quality system, Pawn skills, wall-trap fix | **Phase 6 — Production: workbenches, recipes, bills, quality** |
| ⏳ next | **Phase 7 — Plants, cooking, hunger** | | ✅ done — Crop entity (6-stage state machine), PlantProvider (harvest), Hunger need + EatProvider w/ food-priority ladder, Hearth/Millstone via label_text, grain/flour/bread/meal types | **Phase 7 — Plants, cooking, hunger** |
| ⏳ next | **Phase 8 — Sleep, mood, thoughts** |
Use this doc as a checklist: tick boxes as items complete, and update the **Status** row above whenever a phase rolls over. The last bullet of each phase is the *acceptance demo* — the phase is "done" when you can perform it. Use this doc as a checklist: tick boxes as items complete, and update the **Status** row above whenever a phase rolls over. The last bullet of each phase is the *acceptance demo* — the phase is "done" when you can perform it.

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) _tick_deposit(t)
Toil.KIND_CRAFT: Toil.KIND_CRAFT:
_tick_craft(t) _tick_craft(t)
Toil.KIND_EAT:
_tick_eat(t)
if t.done: if t.done:
job.advance() job.advance()
@ -222,13 +224,19 @@ func _tick_interact(t) -> void:
if target == null or not is_instance_valid(target): if target == null or not is_instance_valid(target):
t.done = true t.done = true
return return
if target.has_method("is_choppable") and not target.is_choppable(): # Probe any known "still-active?" predicate. First match that returns false
Audit.log("job_runner", "%s interact done: %s chopped" % [pawn.pawn_name, target.name]) # 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 t.done = true
return 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
## Execute one tick of a BUILD toil. ## Execute one tick of a BUILD toil.
@ -457,6 +465,41 @@ func _tick_craft(t) -> void:
t.done = true 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 ────────────────────────────────────────────────────────────────── # ── helpers ──────────────────────────────────────────────────────────────────
## Emit job_completed, log, and clear the job reference. ## 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 class_name RecipeCatalog
## Static registry of all Phase-6 recipes. Each method returns a fresh Recipe ## Static registry of all recipes. Each method returns a fresh Recipe instance
## instance configured for that product. Extend here as new workbenches land ## configured for that product. Extend here as new workbenches land.
## (Phase 7+ cooking hearth, millstone, smithy, etc.).
## ##
## Phase 6 ships two recipes: ## Phase 6 two recipes:
## plank() — wood → plank (Carpenter's bench, Crafting) ## plank() — wood → plank (Carpenter's bench, Crafting)
## stone_block() — stone → stone_block (Smelter, 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: static func plank() -> Recipe:
@ -32,3 +36,49 @@ static func stone_block() -> Recipe:
r.required_skill = Recipe.SKILL_CRAFTING r.required_skill = Recipe.SKILL_CRAFTING
r.skill_threshold = 0 r.skill_threshold = 0
return r 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_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_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_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 var kind: StringName = KIND_IDLE
## Toil-specific params — all values must be int, float, bool, String, Dict, or Array. ## Toil-specific params — all values must be int, float, bool, String, Dict, or Array.
@ -105,6 +106,15 @@ static func deposit() -> Toil:
return t 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. ## Timed crafting action at a Workbench.
## `workbench_path` is the NodePath of the Workbench entity (stored as String for JSON safety). ## `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. ## `bill_index` is the index into workbench.bills that this toil should run.

198
scenes/entities/crop.gd Normal file
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@ -0,0 +1,198 @@
class_name Crop extends Node2D
## Crop entity — a farm plant tile that grows through stages and is harvested by a pawn.
##
## Growth model (docs/implementation.md Phase 7):
## SOWN → GROWING_1 → GROWING_2 → GROWING_3 → READY, each stage taking STAGE_TICKS sim ticks.
## At 20 Hz, 200 ticks ≈ 10 sim seconds ≈ 2 in-game minutes at Fast speed.
## "No growth indoors" rule (docs/design.md) lands in Phase 13 when the Roof flag
## system is fully wired; for now crops always grow.
##
## A PlantProvider creates a Job whose INTERACT toil calls on_harvest_tick() or
## on_sow_tick() once per sim tick via JobRunner. Both are single-tick completions.
## The INTERACT toil finishes when is_harvestable() / is_sowable() returns false.
##
## World registration (World.register_crop / World.unregister_crop) is called here.
const TILE_SIZE_PX: int = 16
## Phase 7 ships wheat and potato. Phase 17 expands (berry, hop) per design.md.
const KIND_WHEAT: StringName = &"wheat"
const KIND_POTATO: StringName = &"potato"
## Sim ticks per growth stage. 200 ticks × 4 stages = 800 total.
## At 20 Hz × 5× speed = 100 ticks/sec → 8 real seconds per stage, 32 seconds full grow.
const STAGE_TICKS: int = 200
const STAGE_COUNT: int = 4
enum Stage { TILLED, SOWN, GROWING_1, GROWING_2, GROWING_3, READY }
@export var crop_kind: StringName = KIND_WHEAT
@export var tile: Vector2i = Vector2i.ZERO
var stage: Stage = Stage.SOWN
## Progress within the current growth stage; 0..STAGE_TICKS.
var stage_progress: int = 0
const ITEM_SCENE: PackedScene = preload("res://scenes/entities/item.tscn")
# ── lifecycle ─────────────────────────────────────────────────────────────────
func _ready() -> void:
position = _tile_to_world(tile)
World.register_crop(self)
EventBus.sim_tick.connect(_on_sim_tick)
queue_redraw()
func _exit_tree() -> void:
World.unregister_crop(self)
# ── public API ────────────────────────────────────────────────────────────────
## One-shot initialiser. Call after add_child() so _ready() has already fired.
func setup(p_tile: Vector2i, p_kind: StringName, p_stage: Stage = Stage.SOWN) -> void:
tile = p_tile
crop_kind = p_kind
stage = p_stage
stage_progress = 0
position = _tile_to_world(tile)
queue_redraw()
Audit.log("crop", "spawned %s at %s (stage=%s)" % [crop_kind, tile, Stage.keys()[stage]])
## True when this crop can be harvested by a pawn.
func is_harvestable() -> bool:
return stage == Stage.READY
## True when this crop can be sown by a pawn (bare tilled soil, no plant yet).
func is_sowable() -> bool:
return stage == Stage.TILLED
## Called by the INTERACT toil in JobRunner once per sim tick while a pawn harvests.
## Single-tick harvest: drops an output Item and resets to TILLED (re-sowable).
func on_harvest_tick() -> void:
if not is_harvestable():
return
var item_type := _harvest_output_for(crop_kind)
var it: Item = ITEM_SCENE.instantiate()
get_parent().add_child(it)
it.setup(item_type, 1, tile)
stage = Stage.TILLED
stage_progress = 0
Audit.log("crop", "harvested %s at %s%s" % [crop_kind, tile, item_type])
queue_redraw()
## Called by the INTERACT toil in JobRunner once per sim tick while a pawn sows.
## Single-tick sow: transitions TILLED → SOWN so growth begins on the next sim tick.
func on_sow_tick() -> void:
if not is_sowable():
return
stage = Stage.SOWN
stage_progress = 0
Audit.log("crop", "sown %s at %s" % [crop_kind, tile])
queue_redraw()
# ── growth ────────────────────────────────────────────────────────────────────
func _on_sim_tick(_n: int) -> void:
# Phase 7 simplification: crops always grow regardless of roofing.
# Phase 13 "no growth indoors" rule lands when Roof flag system is live.
if stage == Stage.READY or stage == Stage.TILLED:
return
stage_progress += 1
if stage_progress >= STAGE_TICKS:
stage_progress = 0
stage = (int(stage) + 1) as Stage
queue_redraw()
if stage == Stage.READY:
Audit.log("crop", "%s ready at %s" % [crop_kind, tile])
# ── save / load ───────────────────────────────────────────────────────────────
func to_dict() -> Dictionary:
return {
"tile_x": tile.x,
"tile_y": tile.y,
"crop_kind": String(crop_kind),
"stage": int(stage),
"stage_progress": stage_progress,
}
## Returns a plain Dictionary spec for World to instantiate from.
## Crops cannot reconstruct themselves standalone — they need a parent in the
## scene tree. World adds the node, then calls setup() from the returned dict.
static func from_dict(d: Dictionary) -> Dictionary:
return {
"tile_x": int(d.get("tile_x", 0)),
"tile_y": int(d.get("tile_y", 0)),
"crop_kind": StringName(d.get("crop_kind", "wheat")),
"stage": int(d.get("stage", Stage.SOWN)),
"stage_progress": int(d.get("stage_progress", 0)),
}
# ── render ────────────────────────────────────────────────────────────────────
func _draw() -> void:
# Tilled-soil base: a small dark-earth square.
var soil_color := Color(0.32, 0.20, 0.10)
var soil_dark := Color(0.22, 0.14, 0.06)
draw_rect(Rect2(Vector2(-7.0, -7.0), Vector2(14.0, 14.0)), soil_color)
draw_rect(Rect2(Vector2(-7.0, -7.0), Vector2(14.0, 14.0)), soil_dark, false, 1.0)
if stage == Stage.TILLED:
return # Bare soil — no plant drawn.
# stage_idx: 0 = SOWN, 4 = READY
var stage_idx := int(stage) - int(Stage.SOWN)
var height: float = lerp(2.0, 12.0, float(stage_idx) / float(STAGE_COUNT))
var plant_color := _plant_color_for(crop_kind)
# Stem
draw_rect(Rect2(Vector2(-2.0, 5.0 - height), Vector2(4.0, height)), plant_color)
# Foliage circle grows in from GROWING_2 onward
if stage_idx >= 2:
draw_circle(Vector2(0.0, 5.0 - height), 3.0 + float(stage_idx), plant_color)
# Ready accent — grain head or potato cap
if stage == Stage.READY:
draw_circle(Vector2(0.0, 5.0 - height), 2.0, _ready_accent_for(crop_kind))
# ── helpers ───────────────────────────────────────────────────────────────────
func _harvest_output_for(kind: StringName) -> StringName:
match kind:
KIND_WHEAT: return Item.TYPE_GRAIN
KIND_POTATO: return Item.TYPE_VEGETABLE
_: return Item.TYPE_VEGETABLE # fallback
func _plant_color_for(kind: StringName) -> Color:
match kind:
KIND_WHEAT: return Color(0.50, 0.65, 0.20) # bright green sprout
KIND_POTATO: return Color(0.30, 0.55, 0.20) # darker green
_: return Color(0.40, 0.60, 0.20)
func _ready_accent_for(kind: StringName) -> Color:
match kind:
KIND_WHEAT: return Color(0.95, 0.85, 0.20) # golden grain head
KIND_POTATO: return Color(0.95, 0.60, 0.30) # orange potato cap
_: return Color(1.0, 0.4, 0.4)
func _tile_to_world(t: Vector2i) -> Vector2:
return Vector2(
t.x * TILE_SIZE_PX + TILE_SIZE_PX / 2.0,
t.y * TILE_SIZE_PX + TILE_SIZE_PX / 2.0
)

View file

@ -0,0 +1 @@
uid://q8lfw7bpsv4s

View file

@ -0,0 +1,6 @@
[gd_scene load_steps=2 format=3 uid="uid://crop_entity"]
[ext_resource type="Script" path="res://scenes/entities/crop.gd" id="1_crop"]
[node name="Crop" type="Node2D"]
script = ExtResource("1_crop")

View file

@ -37,12 +37,19 @@ const TYPE_CORPSE: StringName = &"corpse" # Co
const TYPE_PLANK: StringName = &"plank" const TYPE_PLANK: StringName = &"plank"
const TYPE_STONE_BLOCK: StringName = &"stone_block" const TYPE_STONE_BLOCK: StringName = &"stone_block"
# Phase 7 — cooking chain. Grain → Flour (millstone) → Bread (hearth).
# TYPE_MEAL (&"meal") is the generic cooked-dish output and already lives above
# in the 16-chip base set.
const TYPE_FLOUR: StringName = &"flour"
const TYPE_BREAD: StringName = &"bread"
const ALL_TYPES: Array[StringName] = [ const ALL_TYPES: Array[StringName] = [
TYPE_WOOD, TYPE_STONE, TYPE_IRON_ORE, TYPE_COPPER_ORE, TYPE_WOOD, TYPE_STONE, TYPE_IRON_ORE, TYPE_COPPER_ORE,
TYPE_SILVER, TYPE_GOLD, TYPE_CLOTH, TYPE_VEGETABLE, TYPE_SILVER, TYPE_GOLD, TYPE_CLOTH, TYPE_VEGETABLE,
TYPE_MEAT, TYPE_GRAIN, TYPE_MEAL, TYPE_MEDICINE, TYPE_MEAT, TYPE_GRAIN, TYPE_MEAL, TYPE_MEDICINE,
TYPE_TOOL, TYPE_WEAPON, TYPE_ARMOR, TYPE_CORPSE, TYPE_TOOL, TYPE_WEAPON, TYPE_ARMOR, TYPE_CORPSE,
TYPE_PLANK, TYPE_STONE_BLOCK, TYPE_PLANK, TYPE_STONE_BLOCK,
TYPE_FLOUR, TYPE_BREAD,
] ]
# ── quality system (docs/architecture.md "Quality system") ─────────────────── # ── quality system (docs/architecture.md "Quality system") ───────────────────

View file

@ -37,7 +37,7 @@ const BUILD_TICKS: int = 90
@export var tile: Vector2i = Vector2i.ZERO @export var tile: Vector2i = Vector2i.ZERO
## Player-visible label. Also drives the _draw() variant. ## 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" @export var label_text: String = "Workbench"
## Which skill category this bench accepts. ## Which skill category this bench accepts.
@ -229,6 +229,10 @@ func _draw() -> void:
_draw_carpenter(alpha) _draw_carpenter(alpha)
"Smelter": "Smelter":
_draw_smelter(alpha) _draw_smelter(alpha)
"Hearth":
_draw_hearth(alpha)
"Millstone":
_draw_millstone(alpha)
_: _:
_draw_generic(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) 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: func _draw_generic(alpha: float) -> void:
# Warm-grey fallback bench. Simple two-band block with a single seam. # Warm-grey fallback bench. Simple two-band block with a single seam.
var top_face := Color(0.58, 0.55, 0.50, alpha) var top_face := Color(0.58, 0.55, 0.50, alpha)

View file

@ -26,6 +26,15 @@ class_name Pawn
const STEP_TICKS: int = 10 const STEP_TICKS: int = 10
const TILE_SIZE_PX: int = 16 # Mirrors World.TILE_SIZE_PX; standalone so Pawn needs no World reference. const TILE_SIZE_PX: int = 16 # Mirrors World.TILE_SIZE_PX; standalone so Pawn needs no World reference.
# ── hunger constants (docs/design.md "Health & status effects") ───────────────
# Decay rate: 0.10 / tick × 20 ticks/s = 2.0 / real-sec at 1×.
# 100 → 0 in 50 sim seconds (1×). At Fast (5×): ~10 real seconds.
# At Ultra (12×): ~4 real seconds. Phase 7 demo-friendliness: at Fast a pawn
# needs food within ~10 real seconds of spawn. Keep items in-world so hunger
# triggers before it empties entirely. Tune in Phase 20.
const HUNGER_MAX: float = 100.0
const HUNGER_DECAY_PER_TICK: float = 0.02 # ~100→0 over 5000 ticks; ~4 min at 1×, ~20 s at Ultra. Tune Phase 20.
# ── skill definitions (docs/design.md "Skills") ────────────────────────────── # ── skill definitions (docs/design.md "Skills") ──────────────────────────────
# Five skills, levels 010. Level by use; multiplicative speed/quality bonus. # Five skills, levels 010. Level by use; multiplicative speed/quality bonus.
# Skills modify duration and quality, never permission (design.md:35). # Skills modify duration and quality, never permission (design.md:35).
@ -47,6 +56,9 @@ signal arrived_at_destination(tile: Vector2i)
var tile: Vector2i = Vector2i.ZERO var tile: Vector2i = Vector2i.ZERO
# Phase 7 — hunger need (design.md "Hungry" status). Full at spawn.
var hunger: float = HUNGER_MAX
# Player override slot — set by Selection; consumed by Decision on next sim tick. # Player override slot — set by Selection; consumed by Decision on next sim tick.
# Untyped to dodge the autoload-class-name-ordering trap (Phase 2 gotcha). # Untyped to dodge the autoload-class-name-ordering trap (Phase 2 gotcha).
var forced_job = null var forced_job = null
@ -122,6 +134,27 @@ func is_selected() -> bool:
return _selected return _selected
# ── hunger API (Phase 7) ──────────────────────────────────────────────────────
## True when hunger is low enough that the pawn should seek food.
## Threshold matches the design.md "Hungry" state-driven thought trigger (< 30).
func is_hungry() -> bool:
return hunger < 30.0
## True when the pawn is critically hungry and health damage is imminent.
## Used by Phase 9 status interrupts — not yet wired; exposed early for the
## save round-trip and future interrupt hook.
func is_starving() -> bool:
return hunger < 5.0
## Set hunger to `value`, clamped to [0, HUNGER_MAX].
## Used by EatProvider's _tick_eat and save/load.
func set_hunger(value: float) -> void:
hunger = clampf(value, 0.0, HUNGER_MAX)
## Returns the pawn's current level (010) for the given skill. ## Returns the pawn's current level (010) for the given skill.
## Returns 0 for unknown skills so callers need no nil-guard. ## Returns 0 for unknown skills so callers need no nil-guard.
func get_skill(skill: StringName) -> int: func get_skill(skill: StringName) -> int:
@ -155,6 +188,7 @@ func to_dict() -> Dictionary:
"forced_job": forced_job.to_dict() if forced_job != null else null, "forced_job": forced_job.to_dict() if forced_job != null else null,
"job_runner": job_runner.to_dict() if job_runner != null else null, "job_runner": job_runner.to_dict() if job_runner != null else null,
"skills": skills_data, "skills": skills_data,
"hunger": hunger,
} }
@ -176,6 +210,9 @@ func from_dict(d: Dictionary) -> void:
if jr_dict is Dictionary and job_runner != null: if jr_dict is Dictionary and job_runner != null:
job_runner.from_dict(jr_dict) job_runner.from_dict(jr_dict)
# Phase 7 — restore hunger; default to full if missing (pre-Phase-7 save compat).
hunger = clampf(float(d.get("hunger", HUNGER_MAX)), 0.0, HUNGER_MAX)
# Restore skills — set directly on the dict to bypass the ALL_SKILLS assert # Restore skills — set directly on the dict to bypass the ALL_SKILLS assert
# (from_dict must be resilient to saves that pre-date a new skill being added). # (from_dict must be resilient to saves that pre-date a new skill being added).
var saved_skills: Variant = d.get("skills") var saved_skills: Variant = d.get("skills")
@ -195,6 +232,9 @@ func from_dict(d: Dictionary) -> void:
# ── sim tick: orchestrate AI, then advance walk ───────────────────────────── # ── sim tick: orchestrate AI, then advance walk ─────────────────────────────
func _on_sim_tick(_tick_number: int) -> void: func _on_sim_tick(_tick_number: int) -> void:
# Phase 7 — decay hunger before orchestration so the AI sees the updated value
# this tick and can immediately seek food once hunger < 30.
hunger = maxf(0.0, hunger - HUNGER_DECAY_PER_TICK)
_orchestrate_ai() _orchestrate_ai()
_advance_walk() _advance_walk()
# Phase 4 — the carry indicator changes when PICKUP/DEPOSIT toils mutate # Phase 4 — the carry indicator changes when PICKUP/DEPOSIT toils mutate

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 DOOR_SCENE: PackedScene = preload("res://scenes/entities/door.tscn")
const CRATE_SCENE: PackedScene = preload("res://scenes/world/crate.tscn") const CRATE_SCENE: PackedScene = preload("res://scenes/world/crate.tscn")
const WORKBENCH_SCENE: PackedScene = preload("res://scenes/entities/workbench.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. # 3 starting pawns — Phase 2 demo. Phase 7+ replaces this with map-gen + name table.
const SAMPLE_PAWNS: Array[Dictionary] = [ const SAMPLE_PAWNS: Array[Dictionary] = [
# Phase 6 demo — varied Crafting skill so the quality system shows visible # Phase 6 demo — varied Crafting skill so the quality system shows visible
# spread. Manual labor / cooking / medicine / combat all default to 0 # spread. Phase 7 adds Cooking skill for hearth recipe variety.
# (they kick in from Phase 7+). {"name": "Bram", "tile": Vector2i(20, 40), "crafting": 8, "cooking": 2}, # high crafter, weak cook
{"name": "Bram", "tile": Vector2i(20, 40), "crafting": 8}, # high — makes mostly Excellent / Masterwork / occasional Legendary {"name": "Cora", "tile": Vector2i(25, 40), "crafting": 4, "cooking": 6}, # mid crafter, strong cook
{"name": "Cora", "tile": Vector2i(25, 40), "crafting": 4}, # medium — Normal / Excellent mix {"name": "Edda", "tile": Vector2i(30, 40), "crafting": 0, "cooking": 1}, # low crafter, weak cook
{"name": "Edda", "tile": Vector2i(30, 40), "crafting": 0}, # low — Shoddy / Normal only
] ]
# Phase 4 — sample harvestables. Trees clustered east, rocks south-east. # 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 hauling_provider: HaulingProvider = $HaulingProvider
@onready var construction_provider: ConstructionProvider = $ConstructionProvider @onready var construction_provider: ConstructionProvider = $ConstructionProvider
@onready var crafting_provider: CraftingProvider = $CraftingProvider @onready var crafting_provider: CraftingProvider = $CraftingProvider
@onready var plant_provider: PlantProvider = $PlantProvider
@onready var eat_provider: EatProvider = $EatProvider
func _ready() -> void: func _ready() -> void:
@ -93,14 +96,15 @@ func _ready() -> void:
# Designation: bind the paint surface + the Selection guard. # Designation: bind the paint surface + the Selection guard.
designation_ctl.bind(designation_layer, selection) designation_ctl.bind(designation_layer, selection)
# Register all 6 providers — Decision iterates by .priority desc. # Register all 8 providers — Decision iterates by .priority desc.
# construction=6 > chop=5 > mine=4 > crafting=4 > haul=3 > rest=0. # eat=7 > construction=6 > chop=5 > mine=4 ≈ crafting=4 > plant=3 ≈ haul=3 > rest=0.
# (chop and crafting share priority 4 — first-found wins per Decision's sort # Phase 17 will tune these via the work-priority matrix UI.
# stability. Phase 17 can finalize the priority order via playtest.) World.register_work_provider(eat_provider)
World.register_work_provider(construction_provider) World.register_work_provider(construction_provider)
World.register_work_provider(chop_provider) World.register_work_provider(chop_provider)
World.register_work_provider(mine_provider) World.register_work_provider(mine_provider)
World.register_work_provider(crafting_provider) World.register_work_provider(crafting_provider)
World.register_work_provider(plant_provider)
World.register_work_provider(hauling_provider) World.register_work_provider(hauling_provider)
World.register_work_provider(rest_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. # Phase 6: seed Crafting skill so the quality demo shows variety.
if spawn_data.has("crafting"): if spawn_data.has("crafting"):
p.set_skill(Pawn.SKILL_CRAFTING, int(spawn_data["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) 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)") 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: func _spawn_sample_stockpiles() -> void:
# Two zones for the Phase 4 acceptance demo: # Two zones for the Phase 4 acceptance demo:

View file

@ -1,4 +1,4 @@
[gd_scene load_steps=12 format=3 uid="uid://rimlike_world"] [gd_scene load_steps=14 format=3 uid="uid://rimlike_world"]
[ext_resource type="Script" path="res://scenes/world/world.gd" id="1_world"] [ext_resource type="Script" path="res://scenes/world/world.gd" id="1_world"]
[ext_resource type="PackedScene" uid="uid://rimlike_camera_rig" path="res://scenes/world/camera_rig.tscn" id="2_camera"] [ext_resource type="PackedScene" uid="uid://rimlike_camera_rig" path="res://scenes/world/camera_rig.tscn" id="2_camera"]
@ -11,6 +11,8 @@
[ext_resource type="Script" path="res://scenes/ai/construction_provider.gd" id="9_construction_provider"] [ext_resource type="Script" path="res://scenes/ai/construction_provider.gd" id="9_construction_provider"]
[ext_resource type="Script" path="res://scenes/world/designation.gd" id="10_designation"] [ext_resource type="Script" path="res://scenes/world/designation.gd" id="10_designation"]
[ext_resource type="Script" path="res://scenes/ai/crafting_provider.gd" id="11_crafting_provider"] [ext_resource type="Script" path="res://scenes/ai/crafting_provider.gd" id="11_crafting_provider"]
[ext_resource type="Script" path="res://scenes/ai/plant_provider.gd" id="12_plant_provider"]
[ext_resource type="Script" path="res://scenes/ai/eat_provider.gd" id="13_eat_provider"]
[node name="World" type="Node2D"] [node name="World" type="Node2D"]
y_sort_enabled = true y_sort_enabled = true
@ -66,5 +68,11 @@ script = ExtResource("9_construction_provider")
[node name="CraftingProvider" type="Node" parent="."] [node name="CraftingProvider" type="Node" parent="."]
script = ExtResource("11_crafting_provider") script = ExtResource("11_crafting_provider")
[node name="PlantProvider" type="Node" parent="."]
script = ExtResource("12_plant_provider")
[node name="EatProvider" type="Node" parent="."]
script = ExtResource("13_eat_provider")
[node name="CameraRig" parent="." instance=ExtResource("2_camera")] [node name="CameraRig" parent="." instance=ExtResource("2_camera")]
position = Vector2(640, 640) position = Vector2(640, 640)