split CookingProvider out of CraftingProvider — fixes starvation
Player report: pawns starve even with harvested crops because cooking never happens. Root cause: CraftingProvider handled both crafting-skill and cooking-skill bills with priority 4, below Plant=5 and Chop=5 in Decision's tiebreaker. Pawns endlessly harvested + chopped instead of cooking the food already on the floor; raw +25 vegetable couldn't outpace HUNGER_DECAY × 3 pawns. CraftingProvider now filters bills to required_skill == &"crafting" only. New CookingProvider (category=&"cooking", priority=6) handles required_skill == &"cooking" bills (bread, meal_from_vegetables) with identical find/score logic including the ingredient2 buffer flow. pawn.work_priorities default now includes &"cooking": 3 (matches the 9-category design spec). decision.gd category-list comment updated. WorkPriorityMatrix gains a "Cook" column. MCP runtime verified: pawns now decide `cooking(pri=3) → Craft Veggie meal at Hearth` immediately after vegetables exist; 2 bread items appeared by tick 261 of a fresh boot. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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6 changed files with 240 additions and 7 deletions
219
scenes/ai/cooking_provider.gd
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219
scenes/ai/cooking_provider.gd
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class_name CookingProvider extends WorkProvider
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## WorkProvider for the Cooking 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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## Handles only bills whose recipe.required_skill == &"cooking" (bread,
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## meal_from_vegetables, etc.). Crafting-skill bills (plank, stone_block, flour,
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## iron_smelt, gold_smelt) are handled by CraftingProvider (category = &"crafting").
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##
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## Priority 6 — equal to Construction, above Plant (5) and Chop (5). Cooking is
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## colony-critical; raw-food harvesting must not eclipse it.
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##
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## Each call to find_best_for(pawn) scans World.workbenches for the best
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## (Workbench, Bill) pair the pawn qualifies for, then builds a 4-toil job:
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## walk_to(ingredient.tile) → pickup → walk_to(wb.tile) → craft_at(wb, bill_index)
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##
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## Scoring: Manhattan distance pawn→ingredient + ingredient→workbench (lower wins).
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##
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## ingredient2 buffer flow is wired identically to CraftingProvider (deposit-loop
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## before primary pickup) so future two-ingredient cooking recipes (stew, etc.)
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## work without further changes.
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##
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## See docs/architecture.md "CookingProvider" and docs/design.md "Bills".
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## Rate-limit for bill_blocked alerts: one emit per (workbench × reason) per
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## 60 in-game seconds (20 Hz × 60 s = 1200 ticks).
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const BILL_BLOCKED_COOLDOWN_TICKS: int = 1200
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## Per-(workbench_id|reason) cooldown map: String → tick at which next emit is allowed.
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var _bill_blocked_cooldown: Dictionary = {}
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func _init() -> void:
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category = &"cooking"
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# Priority 6 — equal to Construction. Cooking is colony-critical and must
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# not be eclipsed by Plant (5) or Chop (5) gathering more raw food.
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priority = 6
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# ── WorkProvider override ─────────────────────────────────────────────────────
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## Returns a cook Job for `pawn`, or null if no valid work exists.
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## Pawn must expose: .carried_item, .tile (Vector2i), .get_skill(StringName) -> int.
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##
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## Single-ingredient recipes produce a 4-toil job:
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## walk_to(ing1) → pickup → walk_to(wb) → craft_at(wb, bill_index)
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##
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## Two-ingredient recipes (ingredient2_type != &"") build the toil sequence:
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## For each item needed to satisfy ingredient2_count (one trip per item):
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## walk_to(ing2_item) → pickup → walk_to(wb) → deposit_at_wb(wb)
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## Then: walk_to(ing1) → pickup → craft_at(wb, bill_index)
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## Stack-aware: if a single item has stack_size >= ingredient2_count, only one
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## deposit trip is needed. Multiple smaller stacks each get their own trip.
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##
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## No-ingredient recipes (ingredient_type == &"") produce a 2-toil job:
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## walk_to(wb) → craft_at(wb, bill_index)
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func find_best_for(pawn) -> Job:
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# Skip if pawn is already carrying something — deposit first.
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if pawn.get("carried_item") != null:
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return null
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var best_wb = null
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var best_bill = null
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var best_bill_index: int = -1
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var best_src1 = null
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var best_src2 = null
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var best_dist: int = 999999
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for wb in World.workbenches:
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# Duck-type guard: skip workbenches that aren't fully set up yet.
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if not wb.get("_completed"):
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continue
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# Skip workbenches another pawn has already claimed for crafting.
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if Job.is_target_taken_by_other(wb, pawn):
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continue
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for i in wb.bills.size():
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var b = wb.bills[i]
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if not b.is_active():
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continue
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# CookingProvider only handles cooking-skill bills.
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# Crafting-skill bills are handled by CraftingProvider.
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if b.recipe.required_skill != &"cooking":
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continue
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# Skill threshold check — pawn must meet the bill's minimum.
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if pawn.get_skill(b.recipe.required_skill) < b.recipe.skill_threshold:
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_emit_bill_blocked(b.recipe.label, &"skill_too_low", wb)
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continue
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# Ingredient availability check.
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# Gate on ingredient_type being non-empty (ingredient_count is informational;
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# the canonical "no ingredient" signal is ingredient_type == &"").
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var src1 = null
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var src2 = null
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if b.recipe.ingredient_type != &"":
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src1 = _find_ingredient_item(b.recipe.ingredient_type)
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if src1 == null:
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_emit_bill_blocked(b.recipe.label, &"missing_ingredient", wb)
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continue
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# Two-ingredient check: enough secondary ingredient must be on the floor.
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# ingredient2_count items (or fewer stacks totalling that count) required.
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if b.recipe.ingredient2_type != &"":
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var ing2_items := _find_ingredient_items_for_count(b.recipe.ingredient2_type, b.recipe.ingredient2_count)
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if ing2_items.is_empty():
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_emit_bill_blocked(b.recipe.label, &"missing_ingredient2", wb)
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continue
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# Use the first item as src2 for the scoring distance heuristic.
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src2 = ing2_items[0]
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# Score: total Manhattan travel distance including both ingredient trips.
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# No-ingredient: pawn → wb.
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# One ingredient: pawn → ing1 → wb.
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# Two ingredients: pawn → ing1 → wb → ing2 → wb.
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var d: int = _manhattan(pawn.tile, wb.tile)
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if src1 != null:
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d = _manhattan(pawn.tile, src1.tile) + _manhattan(src1.tile, wb.tile)
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if src2 != null:
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d += _manhattan(wb.tile, src2.tile) + _manhattan(src2.tile, wb.tile)
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if d < best_dist:
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best_dist = d
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best_wb = wb
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best_bill = b
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best_bill_index = i
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best_src1 = src1
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best_src2 = src2
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if best_wb == null:
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return null
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# Re-resolve ingredient items to guard against concurrent assignment races.
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if best_bill.recipe.ingredient_type != &"":
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best_src1 = _find_ingredient_item(best_bill.recipe.ingredient_type)
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if best_src1 == null:
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return null
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var ing2_items: Array = []
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if best_bill.recipe.ingredient2_type != &"":
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ing2_items = _find_ingredient_items_for_count(best_bill.recipe.ingredient2_type, best_bill.recipe.ingredient2_count)
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if ing2_items.is_empty():
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return null
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var j := Job.new()
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j.label = "Craft %s at %s" % [best_bill.recipe.label, best_wb.get("label_text") if best_wb.get("label_text") != null else "workbench"]
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j.target_node = best_wb
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# Cache the primary ingredient ref so _tick_pickup can validate it is still
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# available when the pawn arrives (guards against concurrent haul/cooking races).
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j.ingredient_item = best_src1
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if not ing2_items.is_empty():
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# Two-ingredient path: deposit ingredient2 item(s) at workbench buffer,
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# then fetch the primary ingredient and cook.
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# One deposit trip per item in ing2_items (stack-aware: fewer trips when
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# item.stack_size covers multiple units).
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for ing2 in ing2_items:
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j.toils.append(Toil.walk_to(ing2.tile))
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j.toils.append(Toil.pickup())
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j.toils.append(Toil.walk_to(best_wb.tile))
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j.toils.append(Toil.deposit_at_wb(best_wb.get_path()))
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if best_src1 != null:
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j.toils.append(Toil.walk_to(best_src1.tile))
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j.toils.append(Toil.pickup())
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elif best_src1 != null:
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# Single-ingredient path: carry ing1 directly to cook.
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j.toils.append(Toil.walk_to(best_src1.tile))
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j.toils.append(Toil.pickup())
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j.toils.append(Toil.walk_to(best_wb.tile))
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j.toils.append(Toil.craft_at(best_wb.get_path(), best_bill_index))
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return j
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# ── private helpers ───────────────────────────────────────────────────────────
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## Returns the first on-floor Item of matching type that is not being carried.
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## Global search; distance is factored into the outer loop scoring instead.
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func _find_ingredient_item(item_type: StringName):
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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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if it.item_type == item_type:
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return it
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return null
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## Returns a list of on-floor Items of `item_type` whose combined stack_size
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## totals at least `needed_count`. Returns an empty array if not enough exist.
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## Stack-aware: a single item with stack_size >= needed_count yields one entry.
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## This powers the multi-trip deposit loop for ingredient2_count > 1 recipes.
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func _find_ingredient_items_for_count(item_type: StringName, needed_count: int) -> Array:
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var result: Array = []
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var accumulated: int = 0
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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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if it.item_type != item_type:
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continue
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result.append(it)
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accumulated += int(it.get("stack_size") if it.get("stack_size") != null else 1)
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if accumulated >= needed_count:
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return result
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# Not enough items found.
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return []
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## Manhattan distance between two Vector2i tile coordinates.
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func _manhattan(a: Vector2i, b: Vector2i) -> int:
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return abs(a.x - b.x) + abs(a.y - b.y)
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## Emits EventBus.bill_blocked for the given workbench and reason, rate-limited
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## to once per (workbench × reason) per BILL_BLOCKED_COOLDOWN_TICKS.
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func _emit_bill_blocked(recipe_label: String, reason: StringName, wb) -> void:
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var key: String = "%s|%s" % [wb.get_instance_id(), reason]
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if _bill_blocked_cooldown.get(key, 0) > Sim.tick:
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return
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_bill_blocked_cooldown[key] = Sim.tick + BILL_BLOCKED_COOLDOWN_TICKS
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var focus: Vector2i = wb.get("tile") if wb.get("tile") != null else Vector2i(-1, -1)
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EventBus.bill_blocked.emit(recipe_label, reason, focus)
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@ -79,6 +79,10 @@ func find_best_for(pawn) -> Job:
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var b = wb.bills[i]
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if not b.is_active():
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continue
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# CraftingProvider only handles crafting-skill bills.
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# Cooking-skill bills are handled by CookingProvider (category = &"cooking").
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if b.recipe.required_skill != &"crafting":
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continue
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# Skill threshold check — pawn must meet the bill's minimum.
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if pawn.get_skill(b.recipe.required_skill) < b.recipe.skill_threshold:
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@ -44,8 +44,8 @@ static func pick_next_job(pawn, work_providers: Array) -> Job:
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# and need-threshold providers (eat/sleep/doctor fire when hunger/sleep
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# thresholds trigger, not via player priority). We skip the priority filter
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# for them so a pawn can never accidentally starve because the player set
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# &"eat" to OFF. The player-configurable list is the 7 work categories:
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# construction / chop / plant / mine / crafting / haul / clean
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# &"eat" to OFF. The player-configurable list is the 8 work categories:
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# construction / cooking / chop / plant / mine / crafting / haul / clean
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# Doctor IS in the matrix (player can opt a pawn out of doctor duty) but
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# the needs-driven "go heal yourself" path bypasses this filter at Layer 3.
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#
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@ -122,6 +122,7 @@ var skills: Dictionary = {}
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# to_dict / from_dict.
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var work_priorities: Dictionary = {
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&"construction": 3,
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&"cooking": 3,
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&"chop": 3,
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&"plant": 3,
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&"mine": 3,
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@ -21,10 +21,11 @@ class_name WorkPriorityMatrix extends CanvasLayer
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## round-trips pawn.work_priorities (via pawn.to_dict) will reflect correctly.
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const CATEGORIES: Array[StringName] = [
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&"construction", &"chop", &"plant", &"mine", &"crafting", &"haul", &"clean", &"doctor"
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&"construction", &"cooking", &"chop", &"plant", &"mine", &"crafting", &"haul", &"clean", &"doctor"
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]
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const CATEGORY_LABELS: Dictionary = {
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&"construction": "Build",
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&"cooking": "Cook",
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&"chop": "Chop",
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&"plant": "Plant",
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&"mine": "Mine",
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@ -21,6 +21,7 @@ const PLACEHOLDER_SOURCE_ID: int = 0
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const BEAUTY_SYSTEM_SCRIPT: Script = preload("res://scenes/world/beauty_system.gd")
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const DIRTINESS_SYSTEM_SCRIPT: Script = preload("res://scenes/world/dirtiness_system.gd")
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const CLEANING_PROVIDER_SCRIPT: Script = preload("res://scenes/ai/cleaning_provider.gd")
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const COOKING_PROVIDER_SCRIPT: Script = preload("res://scenes/ai/cooking_provider.gd")
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const INDOOR_TINT_SCRIPT: Script = preload("res://scenes/world/indoor_tint_overlay.gd")
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# Phase 14 — grave / burial entities (scripts only; no .tscn needed).
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const GRAVEYARD_ZONE_SCRIPT: Script = preload("res://scenes/world/graveyard_zone.gd")
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@ -215,14 +216,21 @@ func _ready() -> void:
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# completion (Tree.fell, Wall._complete, etc.).
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World.designation_ctl = designation_ctl
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# Register all 9 providers — Decision iterates by .priority desc.
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# doctor=9 > sleep=8 > eat=7 > construction=6 > chop=5 ≈ plant=5 > mine=4
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# ≈ crafting=4 > haul=3 > clean=2.
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# Phase 17 will tune these via the work-priority matrix UI.
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# CookingProvider — runtime-instantiated (same pattern as CleaningProvider).
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# priority 6 = equal to Construction, above Plant(5)/Chop(5).
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var cooking_provider := Node.new()
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cooking_provider.set_script(COOKING_PROVIDER_SCRIPT)
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cooking_provider.name = "CookingProvider"
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add_child(cooking_provider)
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# Register all 10 providers — Decision iterates by .priority desc.
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# doctor=9 > sleep=8 > eat=7 > construction=6 = cooking=6 > chop=5 ≈ plant=5
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# > mine=4 ≈ crafting=4 > haul=3 > clean=2.
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World.register_work_provider(doctor_provider)
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World.register_work_provider(sleep_provider)
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World.register_work_provider(eat_provider)
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World.register_work_provider(construction_provider)
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World.register_work_provider(cooking_provider)
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World.register_work_provider(chop_provider)
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World.register_work_provider(mine_provider)
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World.register_work_provider(crafting_provider)
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