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
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@ -31,6 +31,16 @@ const TABLE: Dictionary = {
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# Phase 6 — new item types (carpenter bench + smelter outputs)
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&"item.plank": "Plank",
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&"item.stone_block": "Stone block",
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# Phase 7 — food loop and cooking chain item types
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&"item.flour": "Flour",
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&"item.bread": "Bread",
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&"item.meal": "Meal",
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# Phase 7 — cooking workbench labels
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&"workbench.hearth": "Hearth",
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&"workbench.millstone": "Millstone",
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# Phase 7 — pawn hunger states
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&"pawn.state.eating": "eating",
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&"pawn.state.hungry": "hungry",
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# Phase 6 — quality tier labels
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&"quality.shoddy": "Shoddy",
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&"quality.normal": "Normal",
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@ -43,6 +43,11 @@ var doors: Array = []
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# to find bench+bill pairs for eligible pawns.
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var workbenches: Array = []
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# Phase 7 — crop entities. Crop._ready() calls register_crop();
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# _exit_tree() calls unregister_crop(). PlantProvider iterates this to find
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# harvestable (READY) and sowable (TILLED) crops for eligible pawns.
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var crops: Array = []
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# Phase 4 — hauling dirty set. Keys are Items, value is unused (we just use .keys()).
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# An Item is added when it spawns (Tree.fell, Rock.mined, workbench drop, ...)
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# and removed when it lands at its highest-priority valid destination.
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@ -164,6 +169,15 @@ func unregister_workbench(wb) -> void:
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workbenches.erase(wb)
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func register_crop(c) -> void:
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if not crops.has(c):
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crops.append(c)
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func unregister_crop(c) -> void:
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crops.erase(c)
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# Called by Wall.on_build_tick() when construction completes.
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# Stamps the data-only Wall TileMap layer so room/roof/save logic sees the
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# 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
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| ✅ 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** |
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| ✅ 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** |
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| ✅ 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** |
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| ⏳ next | **Phase 7 — Plants, cooking, hunger** |
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| ✅ 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** |
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| ⏳ next | **Phase 8 — Sleep, mood, thoughts** |
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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.
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88
scenes/ai/eat_provider.gd
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88
scenes/ai/eat_provider.gd
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@ -0,0 +1,88 @@
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class_name EatProvider extends WorkProvider
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## WorkProvider for the Eating work category. Slots into the 5-layer pawn AI
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## (Decision → WorkProvider → Job + JobRunner) as layer 2.
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##
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## When a pawn is hungry and not already carrying an item, scans World.items for
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## the nearest edible item and builds a 3-toil eat job: walk → pickup → eat.
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##
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## Food priority ladder (higher = preferred):
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## 3 TYPE_MEAL — cooked meal, most nutrition
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## 2 TYPE_BREAD — baked, mid-tier
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## 1 TYPE_VEGETABLE — raw veg, acceptable
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## 0 TYPE_GRAIN — raw grain, last resort (−5 mood "Ate raw food" in Phase 8)
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##
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## Priority 7 means hungry pawns prefer eating over hauling (3) and construction
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## (6, for general builds), but does not override a player forced-job (Layer 2).
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## When hunger drops below is_starving() the Phase 9 status interrupt will
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## preempt current jobs — that hook is not yet wired; EatProvider handles
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## voluntary eating only.
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##
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## Pawn is intentionally duck-typed (no class_name reference) to avoid the
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## class_name registration-order trap documented in Phase 2.
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##
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## See docs/architecture.md "Pawn AI / job system" and
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## docs/design.md "Health & status effects".
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func _init() -> void:
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category = &"eat"
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# 7 > construction (6) > hauling (3) > rest (0).
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# Hunger trumps routine work but player-forced jobs (Layer 2) still win.
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priority = 7
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# ── WorkProvider override ─────────────────────────────────────────────────────
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## Returns an eat Job for `pawn`, or null if the pawn is not hungry or there is
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## no reachable food in the world.
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##
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## Selection logic:
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## Higher food-priority type always beats a closer lower-priority item.
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## Within the same priority tier, nearest item (Manhattan distance) wins.
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## Being-carried items are skipped — another pawn has claimed them.
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func find_best_for(pawn) -> Job:
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if not pawn.is_hungry():
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return null
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# Don't interrupt an ongoing carry — the pawn should drop or deposit first.
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if pawn.carried_item != null:
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return null
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var best = null
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var best_dist: int = 999999
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var best_priority: int = -1
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for it in World.items:
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if it.being_carried:
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continue
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var fp: int = _food_priority(it.item_type)
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if fp < 0:
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continue
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var d: int = abs(it.tile.x - pawn.tile.x) + abs(it.tile.y - pawn.tile.y)
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# Higher food-priority tier beats distance; within same tier nearest wins.
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if fp > best_priority or (fp == best_priority and d < best_dist):
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best_priority = fp
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best_dist = d
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best = it
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if best == null:
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return null
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var j := Job.new()
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j.label = "Eat %s" % best.item_type
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j.toils.append(Toil.walk_to(best.tile))
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j.toils.append(Toil.pickup())
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j.toils.append(Toil.eat())
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return j
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# ── private helpers ───────────────────────────────────────────────────────────
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## Returns the food desirability for `item_type`, or -1 if not edible.
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## Pawns prefer cooked food; raw grain is a reluctant last resort.
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func _food_priority(item_type: StringName) -> int:
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match item_type:
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Item.TYPE_MEAL: return 3
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Item.TYPE_BREAD: return 2
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Item.TYPE_VEGETABLE: return 1
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Item.TYPE_GRAIN: return 0
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_: return -1 # not edible
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1
scenes/ai/eat_provider.gd.uid
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1
scenes/ai/eat_provider.gd.uid
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@ -0,0 +1 @@
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uid://bu1gks68xnli4
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@ -101,6 +101,8 @@ func tick() -> void:
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_tick_deposit(t)
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Toil.KIND_CRAFT:
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_tick_craft(t)
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Toil.KIND_EAT:
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_tick_eat(t)
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if t.done:
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job.advance()
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@ -222,13 +224,19 @@ func _tick_interact(t) -> void:
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if target == null or not is_instance_valid(target):
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t.done = true
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return
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if target.has_method("is_choppable") and not target.is_choppable():
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Audit.log("job_runner", "%s interact done: %s chopped" % [pawn.pawn_name, target.name])
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t.done = true
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return
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if target.has_method("is_mineable") and not target.is_mineable():
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Audit.log("job_runner", "%s interact done: %s mined" % [pawn.pawn_name, target.name])
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t.done = true
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# Probe any known "still-active?" predicate. First match that returns false
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# closes the toil. Order matches natural work priority (chop → mine → plant).
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var _probes: Array[StringName] = [
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&"is_choppable", &"is_mineable", &"is_harvestable", &"is_sowable"
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]
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for probe in _probes:
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if target.has_method(probe) and not target.call(probe):
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Audit.log(
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"job_runner",
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"%s interact done: %s.%s() → false" % [pawn.pawn_name, target.name, probe]
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)
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t.done = true
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return
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## Execute one tick of a BUILD toil.
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@ -457,6 +465,41 @@ func _tick_craft(t) -> void:
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t.done = true
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## Execute one tick of an EAT toil.
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##
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## Consumes pawn.carried_item and restores hunger based on the item type:
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## MEAL: +60 BREAD: +45 VEGETABLE: +25 GRAIN: +10 (raw, last resort)
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## The item is freed and the carry slot is cleared. Completes in a single tick.
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## If the pawn has nothing to eat, logs and completes immediately so the job
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## runner does not stall.
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func _tick_eat(t) -> void:
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if pawn.carried_item == null:
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Audit.log("job_runner", "%s eat: nothing to eat" % pawn.pawn_name)
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t.done = true
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return
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var item_type: StringName = pawn.carried_item.item_type
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var nutrition: int
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match item_type:
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Item.TYPE_MEAL: nutrition = 60
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Item.TYPE_BREAD: nutrition = 45
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Item.TYPE_VEGETABLE: nutrition = 25
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Item.TYPE_GRAIN: nutrition = 10
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_:
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# Fallback for any unrecognised food type — treat as vegetables.
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nutrition = 25
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pawn.set_hunger(pawn.hunger + float(nutrition))
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pawn.carried_item.queue_free()
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pawn.carried_item = null
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Audit.log(
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"job_runner",
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"%s ate %s (+%d hunger → %.1f)" % [pawn.pawn_name, item_type, nutrition, pawn.hunger]
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)
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t.done = true
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# ── helpers ──────────────────────────────────────────────────────────────────
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## Emit job_completed, log, and clear the job reference.
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60
scenes/ai/plant_provider.gd
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60
scenes/ai/plant_provider.gd
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@ -0,0 +1,60 @@
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class_name PlantProvider extends WorkProvider
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## WorkProvider for the "plant" work category.
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##
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## Scans World.crops for harvestable (READY) or sowable (TILLED) crops and
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## returns the nearest suitable Job for the requesting pawn.
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##
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## Priority within plant work: harvest > sow.
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## A READY crop is always preferred over a TILLED one — getting food off the
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## plants before it is exposed to weather events matters more than replanting.
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##
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## The returned Job is a two-toil sequence:
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## walk_to(crop.tile) → interact(crop.get_path(), "on_harvest_tick" | "on_sow_tick")
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##
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## The INTERACT toil calls the action method once per sim tick. Both actions
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## complete in a single tick; the done-check in JobRunner._tick_interact fires
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## after the call when is_harvestable() / is_sowable() returns false.
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##
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## Duck-typing note: Crop is referenced without explicit typing to avoid
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## class_name registration-order issues at boot. We rely only on:
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## crop.tile: Vector2i
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## crop.is_harvestable() -> bool
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## crop.is_sowable() -> bool
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## crop.get_path() -> NodePath
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## crop.crop_kind: StringName
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func _init() -> void:
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category = &"plant"
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# Above crafting (4) so READY crops get harvested before pawns disappear
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# into plank-crafting loops while wheat rots. Same tier as chop (5).
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priority = 5
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## Returns a Job targeting the nearest READY crop, or null when none are ready.
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## `pawn` is duck-typed: must expose .tile (Vector2i).
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##
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## Phase 7 scope: harvest only. Sow work returns null (would loop infinitely
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## with harvest at the same priority — pawns would never craft / cook).
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## Phase 17 will add a separate SowProvider at a lower priority or expose
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## sow as a player-designation flow.
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func find_best_for(pawn) -> Job:
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var best = null
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var best_dist: int = 999999
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for crop in World.crops:
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if not crop.is_harvestable():
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continue
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var d: int = abs(crop.tile.x - pawn.tile.x) + abs(crop.tile.y - pawn.tile.y)
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if d < best_dist:
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best_dist = d
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best = crop
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if best == null:
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return null
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var j := Job.new()
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j.label = "Harvest %s at %s" % [best.crop_kind, best.tile]
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j.toils.append(Toil.walk_to(best.tile))
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j.toils.append(Toil.interact(best.get_path(), &"on_harvest_tick"))
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return j
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1
scenes/ai/plant_provider.gd.uid
Normal file
1
scenes/ai/plant_provider.gd.uid
Normal file
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@ -0,0 +1 @@
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uid://d03xp1xyyd1gs
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@ -1,13 +1,17 @@
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class_name RecipeCatalog
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## Static registry of all Phase-6 recipes. Each method returns a fresh Recipe
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## instance configured for that product. Extend here as new workbenches land
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## (Phase 7+ cooking hearth, millstone, smithy, etc.).
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## Static registry of all recipes. Each method returns a fresh Recipe instance
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## configured for that product. Extend here as new workbenches land.
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##
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## Phase 6 ships two recipes:
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## plank() — wood → plank (Carpenter's bench, Crafting)
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## stone_block() — stone → stone_block (Smelter, Crafting)
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## Phase 6 — two recipes:
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## plank() — wood → plank (Carpenter's bench, Crafting)
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## stone_block() — stone → stone_block (Smelter, Crafting)
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##
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## The full ~22-recipe list per docs/design.md expands in Phase 7+.
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## Phase 7 — cooking chain (grain → flour → bread, vegetable → meal):
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## flour() — grain → flour (Millstone, Crafting)
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## bread() — flour → bread (Hearth, Cooking)
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## meal_from_vegetables() — vegetable → meal (Hearth, Cooking)
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##
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## The full ~22-recipe list per docs/design.md continues in Phase 8+.
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static func plank() -> Recipe:
|
||||
|
|
@ -32,3 +36,49 @@ static func stone_block() -> Recipe:
|
|||
r.required_skill = Recipe.SKILL_CRAFTING
|
||||
r.skill_threshold = 0
|
||||
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
|
||||
|
|
|
|||
|
|
@ -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_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_EAT: StringName = &"eat" # Consume pawn.carried_item and restore hunger
|
||||
|
||||
var kind: StringName = KIND_IDLE
|
||||
## Toil-specific params — all values must be int, float, bool, String, Dict, or Array.
|
||||
|
|
@ -105,6 +106,15 @@ static func deposit() -> Toil:
|
|||
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.
|
||||
## `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.
|
||||
|
|
|
|||
198
scenes/entities/crop.gd
Normal file
198
scenes/entities/crop.gd
Normal file
|
|
@ -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
|
||||
)
|
||||
1
scenes/entities/crop.gd.uid
Normal file
1
scenes/entities/crop.gd.uid
Normal file
|
|
@ -0,0 +1 @@
|
|||
uid://q8lfw7bpsv4s
|
||||
6
scenes/entities/crop.tscn
Normal file
6
scenes/entities/crop.tscn
Normal 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")
|
||||
|
|
@ -37,12 +37,19 @@ const TYPE_CORPSE: StringName = &"corpse" # Co
|
|||
const TYPE_PLANK: StringName = &"plank"
|
||||
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] = [
|
||||
TYPE_WOOD, TYPE_STONE, TYPE_IRON_ORE, TYPE_COPPER_ORE,
|
||||
TYPE_SILVER, TYPE_GOLD, TYPE_CLOTH, TYPE_VEGETABLE,
|
||||
TYPE_MEAT, TYPE_GRAIN, TYPE_MEAL, TYPE_MEDICINE,
|
||||
TYPE_TOOL, TYPE_WEAPON, TYPE_ARMOR, TYPE_CORPSE,
|
||||
TYPE_PLANK, TYPE_STONE_BLOCK,
|
||||
TYPE_FLOUR, TYPE_BREAD,
|
||||
]
|
||||
|
||||
# ── quality system (docs/architecture.md "Quality system") ───────────────────
|
||||
|
|
|
|||
|
|
@ -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)
|
||||
|
|
|
|||
|
|
@ -26,6 +26,15 @@ class_name Pawn
|
|||
const STEP_TICKS: int = 10
|
||||
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") ──────────────────────────────
|
||||
# Five skills, levels 0–10. Level by use; multiplicative speed/quality bonus.
|
||||
# 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
|
||||
|
||||
# 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.
|
||||
# Untyped to dodge the autoload-class-name-ordering trap (Phase 2 gotcha).
|
||||
var forced_job = null
|
||||
|
|
@ -122,6 +134,27 @@ func is_selected() -> bool:
|
|||
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 (0–10) for the given skill.
|
||||
## Returns 0 for unknown skills so callers need no nil-guard.
|
||||
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,
|
||||
"job_runner": job_runner.to_dict() if job_runner != null else null,
|
||||
"skills": skills_data,
|
||||
"hunger": hunger,
|
||||
}
|
||||
|
||||
|
||||
|
|
@ -176,6 +210,9 @@ func from_dict(d: Dictionary) -> void:
|
|||
if jr_dict is Dictionary and job_runner != null:
|
||||
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
|
||||
# (from_dict must be resilient to saves that pre-date a new skill being added).
|
||||
var saved_skills: Variant = d.get("skills")
|
||||
|
|
@ -195,6 +232,9 @@ func from_dict(d: Dictionary) -> void:
|
|||
# ── sim tick: orchestrate AI, then advance walk ─────────────────────────────
|
||||
|
||||
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()
|
||||
_advance_walk()
|
||||
# Phase 4 — the carry indicator changes when PICKUP/DEPOSIT toils mutate
|
||||
|
|
|
|||
|
|
@ -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:
|
||||
|
|
|
|||
|
|
@ -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="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/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/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"]
|
||||
y_sort_enabled = true
|
||||
|
|
@ -66,5 +68,11 @@ script = ExtResource("9_construction_provider")
|
|||
[node name="CraftingProvider" type="Node" parent="."]
|
||||
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")]
|
||||
position = Vector2(640, 640)
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue