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>
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5 changed files with 77 additions and 5 deletions
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@ -39,6 +39,9 @@ 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 19 — smelted ingots
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&"item.iron_ingot": "Iron ingot",
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&"item.gold_ingot": "Gold ingot",
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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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@ -46,6 +46,13 @@ var skill_threshold: int = 0
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## call Strings.t("item." + id) for player-visible text.
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var label: String = ""
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## Optional workbench affinity. When non-empty, the bill picker only shows this
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## recipe at workbenches whose label_text.to_lower() matches this value.
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## Empty string (default) means "any workbench whose accepted_skill matches" —
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## i.e. the pre-Phase-19 behaviour and the correct fallback for older saves.
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## Values should be lowercase: &"carpenter", &"smelter", &"millstone".
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var target_workbench: StringName = &""
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# ── save / load ───────────────────────────────────────────────────────────────
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@ -70,6 +77,7 @@ func to_dict() -> Dictionary:
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"required_skill": String(required_skill),
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"skill_threshold": skill_threshold,
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"label": label,
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"target_workbench": String(target_workbench),
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}
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@ -85,4 +93,7 @@ static func from_dict(d: Dictionary) -> Recipe:
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r.required_skill = StringName(d.get("required_skill", str(SKILL_CRAFTING)))
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r.skill_threshold = int(d.get("skill_threshold", 0))
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r.label = str(d.get("label", ""))
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# Default to empty — old saves without this key get the pre-Phase-19
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# "any matching skill" behaviour, which is correct.
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r.target_workbench = StringName(d.get("target_workbench", ""))
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return r
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@ -23,6 +23,7 @@ static func plank() -> Recipe:
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r.work_ticks = 60 # ~3 sim seconds at 1× (20 Hz × 3 s = 60 ticks)
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r.required_skill = Recipe.SKILL_CRAFTING
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r.skill_threshold = 0
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r.target_workbench = &"carpenter"
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return r
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@ -35,6 +36,7 @@ static func stone_block() -> Recipe:
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r.work_ticks = 80 # ~4 sim seconds at 1×
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r.required_skill = Recipe.SKILL_CRAFTING
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r.skill_threshold = 0
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r.target_workbench = &"smelter"
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return r
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@ -52,6 +54,7 @@ static func flour() -> Recipe:
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r.work_ticks = 50 # ~2.5 sim seconds at 1× — quick grinding pass
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r.required_skill = Recipe.SKILL_CRAFTING
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r.skill_threshold = 0
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r.target_workbench = &"millstone"
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return r
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@ -125,9 +128,46 @@ static func quarry_stone() -> Recipe:
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return r
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# ── Phase 19 — iron/gold smelting ────────────────────────────────────────────
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static func iron_smelt() -> Recipe:
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## Iron ore → iron ingot. Worked at the Smelter (accepted_skill = crafting).
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## Secondary fuel ingredient (wood) is recorded but not yet enforced at
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## runtime — CraftingProvider only checks the primary ingredient today.
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var r := Recipe.new()
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r.id = &"iron_smelt"
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r.label = "Smelt iron ingot"
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r.ingredient_type = Item.TYPE_IRON_ORE
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r.ingredient2_type = Item.TYPE_WOOD
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r.ingredient2_count = 1
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r.output_type = Item.TYPE_IRON_INGOT
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r.work_ticks = 200 # ~10 sim seconds at 1× — slower than stone-block
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r.required_skill = Recipe.SKILL_CRAFTING
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r.skill_threshold = 0
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r.target_workbench = &"smelter"
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return r
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static func gold_smelt() -> Recipe:
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## Gold ore → gold ingot. Same smelting chain as iron.
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var r := Recipe.new()
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r.id = &"gold_smelt"
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r.label = "Smelt gold ingot"
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r.ingredient_type = Item.TYPE_GOLD
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r.ingredient2_type = Item.TYPE_WOOD
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r.ingredient2_count = 1
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r.output_type = Item.TYPE_GOLD_INGOT
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r.work_ticks = 200 # ~10 sim seconds at 1×
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r.required_skill = Recipe.SKILL_CRAFTING
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r.skill_threshold = 0
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r.target_workbench = &"smelter"
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return r
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## Returns one fresh instance of every recipe in the catalog. Used by UI
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## recipe-pickers to enumerate available bills; callers filter by
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## `recipe.required_skill` against the workbench's `accepted_skill`.
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## `recipe.required_skill` and `recipe.target_workbench` against the
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## workbench's `accepted_skill` and `label_text`.
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static func all() -> Array[Recipe]:
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return [
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plank(),
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@ -137,4 +177,6 @@ static func all() -> Array[Recipe]:
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meal_from_vegetables(),
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cremate_corpse(),
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quarry_stone(),
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iron_smelt(),
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gold_smelt(),
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]
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@ -64,6 +64,12 @@ const TYPE_BREAD: StringName = &"bread"
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# Phase 14 — cremation output. One ash item drops per cremated corpse.
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const TYPE_ASH: StringName = &"ash"
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# Phase 19 — smelted ingots (iron_ore → iron_ingot, gold → gold_ingot).
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# No dedicated atlas sprite; on-floor visual uses the procedural hue-hashed
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# square fallback in _draw() and the matching shape is in draw_item_shape().
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const TYPE_IRON_INGOT: StringName = &"iron_ingot"
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const TYPE_GOLD_INGOT: StringName = &"gold_ingot"
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const ALL_TYPES: Array[StringName] = [
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TYPE_WOOD, TYPE_STONE, TYPE_IRON_ORE, TYPE_COPPER_ORE,
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TYPE_SILVER, TYPE_GOLD, TYPE_CLOTH, TYPE_VEGETABLE,
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@ -72,6 +78,7 @@ const ALL_TYPES: Array[StringName] = [
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TYPE_PLANK, TYPE_STONE_BLOCK,
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TYPE_FLOUR, TYPE_BREAD,
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TYPE_ASH,
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TYPE_IRON_INGOT, TYPE_GOLD_INGOT,
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]
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# ── quality system (docs/architecture.md "Quality system") ───────────────────
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@ -415,15 +415,24 @@ func _on_recipe_chosen(id: int) -> void:
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_populate_bills()
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## Returns all catalog recipes whose required_skill matches the workbench's
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## accepted_skill. Returns an empty array when no workbench is set.
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## Returns all catalog recipes visible at the current workbench.
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## Two-pass filter:
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## 1. required_skill must match workbench.accepted_skill.
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## 2. If the recipe has a target_workbench set, it must match
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## workbench.label_text.to_lower() — e.g. "Carpenter" → "carpenter".
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## Recipes with an empty target_workbench pass to any matching-skill bench.
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## Returns an empty array when no workbench is set.
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func _filtered_recipes() -> Array[Recipe]:
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if current_workbench == null:
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return []
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var workbench_key: StringName = StringName(current_workbench.label_text.to_lower())
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var result: Array[Recipe] = []
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for r in RecipeCatalog.all():
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if r.required_skill == current_workbench.accepted_skill:
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result.append(r)
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if r.required_skill != current_workbench.accepted_skill:
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continue
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if r.target_workbench != &"" and r.target_workbench != workbench_key:
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continue
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result.append(r)
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return result
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