add iron/gold smelting + disambiguate workbench-vs-recipe

Q: iron_smelt (iron_ore + wood → iron_ingot) and gold_smelt
(gold + wood → gold_ingot) recipes added at Smelter, using the
existing ingredient2 buffer mechanism. New TYPE_IRON_INGOT and
TYPE_GOLD_INGOT item types (procedural hue-hash draw for now).

R: new Recipe.target_workbench field (StringName, empty = any matching
skill) round-trips through to_dict/from_dict. Workbench bill picker
filters by both required_skill AND target_workbench vs lower-cased
label_text. plank → carpenter, stone_block/iron_smelt/gold_smelt →
smelter, flour → millstone. Cooking-only recipes (bread, meal) stay
unrestricted since Hearth is the only cooking workbench.

9 recipes total now, 4 distinct workbench routes.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
megaproxy 2026-05-16 18:45:11 +01:00
parent 57e1f0f389
commit 6789ca739f
5 changed files with 77 additions and 5 deletions

View file

@ -39,6 +39,9 @@ const TABLE: Dictionary = {
# Phase 6 — new item types (carpenter bench + smelter outputs)
&"item.plank": "Plank",
&"item.stone_block": "Stone block",
# Phase 19 — smelted ingots
&"item.iron_ingot": "Iron ingot",
&"item.gold_ingot": "Gold ingot",
# Phase 7 — food loop and cooking chain item types
&"item.flour": "Flour",
&"item.bread": "Bread",

View file

@ -46,6 +46,13 @@ var skill_threshold: int = 0
## call Strings.t("item." + id) for player-visible text.
var label: String = ""
## Optional workbench affinity. When non-empty, the bill picker only shows this
## recipe at workbenches whose label_text.to_lower() matches this value.
## Empty string (default) means "any workbench whose accepted_skill matches" —
## i.e. the pre-Phase-19 behaviour and the correct fallback for older saves.
## Values should be lowercase: &"carpenter", &"smelter", &"millstone".
var target_workbench: StringName = &""
# ── save / load ───────────────────────────────────────────────────────────────
@ -70,6 +77,7 @@ func to_dict() -> Dictionary:
"required_skill": String(required_skill),
"skill_threshold": skill_threshold,
"label": label,
"target_workbench": String(target_workbench),
}
@ -85,4 +93,7 @@ static func from_dict(d: Dictionary) -> Recipe:
r.required_skill = StringName(d.get("required_skill", str(SKILL_CRAFTING)))
r.skill_threshold = int(d.get("skill_threshold", 0))
r.label = str(d.get("label", ""))
# Default to empty — old saves without this key get the pre-Phase-19
# "any matching skill" behaviour, which is correct.
r.target_workbench = StringName(d.get("target_workbench", ""))
return r

View file

@ -23,6 +23,7 @@ static func plank() -> Recipe:
r.work_ticks = 60 # ~3 sim seconds at 1× (20 Hz × 3 s = 60 ticks)
r.required_skill = Recipe.SKILL_CRAFTING
r.skill_threshold = 0
r.target_workbench = &"carpenter"
return r
@ -35,6 +36,7 @@ static func stone_block() -> Recipe:
r.work_ticks = 80 # ~4 sim seconds at 1×
r.required_skill = Recipe.SKILL_CRAFTING
r.skill_threshold = 0
r.target_workbench = &"smelter"
return r
@ -52,6 +54,7 @@ static func flour() -> Recipe:
r.work_ticks = 50 # ~2.5 sim seconds at 1× — quick grinding pass
r.required_skill = Recipe.SKILL_CRAFTING
r.skill_threshold = 0
r.target_workbench = &"millstone"
return r
@ -125,9 +128,46 @@ static func quarry_stone() -> Recipe:
return r
# ── Phase 19 — iron/gold smelting ────────────────────────────────────────────
static func iron_smelt() -> Recipe:
## Iron ore → iron ingot. Worked at the Smelter (accepted_skill = crafting).
## Secondary fuel ingredient (wood) is recorded but not yet enforced at
## runtime — CraftingProvider only checks the primary ingredient today.
var r := Recipe.new()
r.id = &"iron_smelt"
r.label = "Smelt iron ingot"
r.ingredient_type = Item.TYPE_IRON_ORE
r.ingredient2_type = Item.TYPE_WOOD
r.ingredient2_count = 1
r.output_type = Item.TYPE_IRON_INGOT
r.work_ticks = 200 # ~10 sim seconds at 1× — slower than stone-block
r.required_skill = Recipe.SKILL_CRAFTING
r.skill_threshold = 0
r.target_workbench = &"smelter"
return r
static func gold_smelt() -> Recipe:
## Gold ore → gold ingot. Same smelting chain as iron.
var r := Recipe.new()
r.id = &"gold_smelt"
r.label = "Smelt gold ingot"
r.ingredient_type = Item.TYPE_GOLD
r.ingredient2_type = Item.TYPE_WOOD
r.ingredient2_count = 1
r.output_type = Item.TYPE_GOLD_INGOT
r.work_ticks = 200 # ~10 sim seconds at 1×
r.required_skill = Recipe.SKILL_CRAFTING
r.skill_threshold = 0
r.target_workbench = &"smelter"
return r
## Returns one fresh instance of every recipe in the catalog. Used by UI
## recipe-pickers to enumerate available bills; callers filter by
## `recipe.required_skill` against the workbench's `accepted_skill`.
## `recipe.required_skill` and `recipe.target_workbench` against the
## workbench's `accepted_skill` and `label_text`.
static func all() -> Array[Recipe]:
return [
plank(),
@ -137,4 +177,6 @@ static func all() -> Array[Recipe]:
meal_from_vegetables(),
cremate_corpse(),
quarry_stone(),
iron_smelt(),
gold_smelt(),
]

View file

@ -64,6 +64,12 @@ const TYPE_BREAD: StringName = &"bread"
# Phase 14 — cremation output. One ash item drops per cremated corpse.
const TYPE_ASH: StringName = &"ash"
# Phase 19 — smelted ingots (iron_ore → iron_ingot, gold → gold_ingot).
# No dedicated atlas sprite; on-floor visual uses the procedural hue-hashed
# square fallback in _draw() and the matching shape is in draw_item_shape().
const TYPE_IRON_INGOT: StringName = &"iron_ingot"
const TYPE_GOLD_INGOT: StringName = &"gold_ingot"
const ALL_TYPES: Array[StringName] = [
TYPE_WOOD, TYPE_STONE, TYPE_IRON_ORE, TYPE_COPPER_ORE,
TYPE_SILVER, TYPE_GOLD, TYPE_CLOTH, TYPE_VEGETABLE,
@ -72,6 +78,7 @@ const ALL_TYPES: Array[StringName] = [
TYPE_PLANK, TYPE_STONE_BLOCK,
TYPE_FLOUR, TYPE_BREAD,
TYPE_ASH,
TYPE_IRON_INGOT, TYPE_GOLD_INGOT,
]
# ── quality system (docs/architecture.md "Quality system") ───────────────────

View file

@ -415,15 +415,24 @@ func _on_recipe_chosen(id: int) -> void:
_populate_bills()
## Returns all catalog recipes whose required_skill matches the workbench's
## accepted_skill. Returns an empty array when no workbench is set.
## Returns all catalog recipes visible at the current workbench.
## Two-pass filter:
## 1. required_skill must match workbench.accepted_skill.
## 2. If the recipe has a target_workbench set, it must match
## workbench.label_text.to_lower() — e.g. "Carpenter" → "carpenter".
## Recipes with an empty target_workbench pass to any matching-skill bench.
## Returns an empty array when no workbench is set.
func _filtered_recipes() -> Array[Recipe]:
if current_workbench == null:
return []
var workbench_key: StringName = StringName(current_workbench.label_text.to_lower())
var result: Array[Recipe] = []
for r in RecipeCatalog.all():
if r.required_skill == current_workbench.accepted_skill:
result.append(r)
if r.required_skill != current_workbench.accepted_skill:
continue
if r.target_workbench != &"" and r.target_workbench != workbench_key:
continue
result.append(r)
return result