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>
This commit is contained in:
megaproxy 2026-05-16 21:18:26 +01:00
parent f30c7a858b
commit 87a7beb22b
6 changed files with 240 additions and 7 deletions

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@ -0,0 +1,219 @@
class_name CookingProvider extends WorkProvider
## WorkProvider for the Cooking work category. Slots into the 5-layer pawn AI
## (Decision → WorkProvider → Job + JobRunner) as layer 2.
##
## Handles only bills whose recipe.required_skill == &"cooking" (bread,
## meal_from_vegetables, etc.). Crafting-skill bills (plank, stone_block, flour,
## iron_smelt, gold_smelt) are handled by CraftingProvider (category = &"crafting").
##
## Priority 6 — equal to Construction, above Plant (5) and Chop (5). Cooking is
## colony-critical; raw-food harvesting must not eclipse it.
##
## Each call to find_best_for(pawn) scans World.workbenches for the best
## (Workbench, Bill) pair the pawn qualifies for, then builds a 4-toil job:
## walk_to(ingredient.tile) → pickup → walk_to(wb.tile) → craft_at(wb, bill_index)
##
## Scoring: Manhattan distance pawn→ingredient + ingredient→workbench (lower wins).
##
## ingredient2 buffer flow is wired identically to CraftingProvider (deposit-loop
## before primary pickup) so future two-ingredient cooking recipes (stew, etc.)
## work without further changes.
##
## See docs/architecture.md "CookingProvider" and docs/design.md "Bills".
## Rate-limit for bill_blocked alerts: one emit per (workbench × reason) per
## 60 in-game seconds (20 Hz × 60 s = 1200 ticks).
const BILL_BLOCKED_COOLDOWN_TICKS: int = 1200
## Per-(workbench_id|reason) cooldown map: String → tick at which next emit is allowed.
var _bill_blocked_cooldown: Dictionary = {}
func _init() -> void:
category = &"cooking"
# Priority 6 — equal to Construction. Cooking is colony-critical and must
# not be eclipsed by Plant (5) or Chop (5) gathering more raw food.
priority = 6
# ── WorkProvider override ─────────────────────────────────────────────────────
## Returns a cook Job for `pawn`, or null if no valid work exists.
## Pawn must expose: .carried_item, .tile (Vector2i), .get_skill(StringName) -> int.
##
## Single-ingredient recipes produce a 4-toil job:
## walk_to(ing1) → pickup → walk_to(wb) → craft_at(wb, bill_index)
##
## Two-ingredient recipes (ingredient2_type != &"") build the toil sequence:
## For each item needed to satisfy ingredient2_count (one trip per item):
## walk_to(ing2_item) → pickup → walk_to(wb) → deposit_at_wb(wb)
## Then: walk_to(ing1) → pickup → craft_at(wb, bill_index)
## Stack-aware: if a single item has stack_size >= ingredient2_count, only one
## deposit trip is needed. Multiple smaller stacks each get their own trip.
##
## No-ingredient recipes (ingredient_type == &"") produce a 2-toil job:
## walk_to(wb) → craft_at(wb, bill_index)
func find_best_for(pawn) -> Job:
# Skip if pawn is already carrying something — deposit first.
if pawn.get("carried_item") != null:
return null
var best_wb = null
var best_bill = null
var best_bill_index: int = -1
var best_src1 = null
var best_src2 = null
var best_dist: int = 999999
for wb in World.workbenches:
# Duck-type guard: skip workbenches that aren't fully set up yet.
if not wb.get("_completed"):
continue
# Skip workbenches another pawn has already claimed for crafting.
if Job.is_target_taken_by_other(wb, pawn):
continue
for i in wb.bills.size():
var b = wb.bills[i]
if not b.is_active():
continue
# CookingProvider only handles cooking-skill bills.
# Crafting-skill bills are handled by CraftingProvider.
if b.recipe.required_skill != &"cooking":
continue
# Skill threshold check — pawn must meet the bill's minimum.
if pawn.get_skill(b.recipe.required_skill) < b.recipe.skill_threshold:
_emit_bill_blocked(b.recipe.label, &"skill_too_low", wb)
continue
# Ingredient availability check.
# Gate on ingredient_type being non-empty (ingredient_count is informational;
# the canonical "no ingredient" signal is ingredient_type == &"").
var src1 = null
var src2 = null
if b.recipe.ingredient_type != &"":
src1 = _find_ingredient_item(b.recipe.ingredient_type)
if src1 == null:
_emit_bill_blocked(b.recipe.label, &"missing_ingredient", wb)
continue
# Two-ingredient check: enough secondary ingredient must be on the floor.
# ingredient2_count items (or fewer stacks totalling that count) required.
if b.recipe.ingredient2_type != &"":
var ing2_items := _find_ingredient_items_for_count(b.recipe.ingredient2_type, b.recipe.ingredient2_count)
if ing2_items.is_empty():
_emit_bill_blocked(b.recipe.label, &"missing_ingredient2", wb)
continue
# Use the first item as src2 for the scoring distance heuristic.
src2 = ing2_items[0]
# Score: total Manhattan travel distance including both ingredient trips.
# No-ingredient: pawn → wb.
# One ingredient: pawn → ing1 → wb.
# Two ingredients: pawn → ing1 → wb → ing2 → wb.
var d: int = _manhattan(pawn.tile, wb.tile)
if src1 != null:
d = _manhattan(pawn.tile, src1.tile) + _manhattan(src1.tile, wb.tile)
if src2 != null:
d += _manhattan(wb.tile, src2.tile) + _manhattan(src2.tile, wb.tile)
if d < best_dist:
best_dist = d
best_wb = wb
best_bill = b
best_bill_index = i
best_src1 = src1
best_src2 = src2
if best_wb == null:
return null
# Re-resolve ingredient items to guard against concurrent assignment races.
if best_bill.recipe.ingredient_type != &"":
best_src1 = _find_ingredient_item(best_bill.recipe.ingredient_type)
if best_src1 == null:
return null
var ing2_items: Array = []
if best_bill.recipe.ingredient2_type != &"":
ing2_items = _find_ingredient_items_for_count(best_bill.recipe.ingredient2_type, best_bill.recipe.ingredient2_count)
if ing2_items.is_empty():
return null
var j := Job.new()
j.label = "Craft %s at %s" % [best_bill.recipe.label, best_wb.get("label_text") if best_wb.get("label_text") != null else "workbench"]
j.target_node = best_wb
# Cache the primary ingredient ref so _tick_pickup can validate it is still
# available when the pawn arrives (guards against concurrent haul/cooking races).
j.ingredient_item = best_src1
if not ing2_items.is_empty():
# Two-ingredient path: deposit ingredient2 item(s) at workbench buffer,
# then fetch the primary ingredient and cook.
# One deposit trip per item in ing2_items (stack-aware: fewer trips when
# item.stack_size covers multiple units).
for ing2 in ing2_items:
j.toils.append(Toil.walk_to(ing2.tile))
j.toils.append(Toil.pickup())
j.toils.append(Toil.walk_to(best_wb.tile))
j.toils.append(Toil.deposit_at_wb(best_wb.get_path()))
if best_src1 != null:
j.toils.append(Toil.walk_to(best_src1.tile))
j.toils.append(Toil.pickup())
elif best_src1 != null:
# Single-ingredient path: carry ing1 directly to cook.
j.toils.append(Toil.walk_to(best_src1.tile))
j.toils.append(Toil.pickup())
j.toils.append(Toil.walk_to(best_wb.tile))
j.toils.append(Toil.craft_at(best_wb.get_path(), best_bill_index))
return j
# ── private helpers ───────────────────────────────────────────────────────────
## Returns the first on-floor Item of matching type that is not being carried.
## Global search; distance is factored into the outer loop scoring instead.
func _find_ingredient_item(item_type: StringName):
for it in World.items:
if it.being_carried:
continue
if it.item_type == item_type:
return it
return null
## Returns a list of on-floor Items of `item_type` whose combined stack_size
## totals at least `needed_count`. Returns an empty array if not enough exist.
## Stack-aware: a single item with stack_size >= needed_count yields one entry.
## This powers the multi-trip deposit loop for ingredient2_count > 1 recipes.
func _find_ingredient_items_for_count(item_type: StringName, needed_count: int) -> Array:
var result: Array = []
var accumulated: int = 0
for it in World.items:
if it.being_carried:
continue
if it.item_type != item_type:
continue
result.append(it)
accumulated += int(it.get("stack_size") if it.get("stack_size") != null else 1)
if accumulated >= needed_count:
return result
# Not enough items found.
return []
## Manhattan distance between two Vector2i tile coordinates.
func _manhattan(a: Vector2i, b: Vector2i) -> int:
return abs(a.x - b.x) + abs(a.y - b.y)
## Emits EventBus.bill_blocked for the given workbench and reason, rate-limited
## to once per (workbench × reason) per BILL_BLOCKED_COOLDOWN_TICKS.
func _emit_bill_blocked(recipe_label: String, reason: StringName, wb) -> void:
var key: String = "%s|%s" % [wb.get_instance_id(), reason]
if _bill_blocked_cooldown.get(key, 0) > Sim.tick:
return
_bill_blocked_cooldown[key] = Sim.tick + BILL_BLOCKED_COOLDOWN_TICKS
var focus: Vector2i = wb.get("tile") if wb.get("tile") != null else Vector2i(-1, -1)
EventBus.bill_blocked.emit(recipe_label, reason, focus)

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@ -79,6 +79,10 @@ func find_best_for(pawn) -> Job:
var b = wb.bills[i]
if not b.is_active():
continue
# CraftingProvider only handles crafting-skill bills.
# Cooking-skill bills are handled by CookingProvider (category = &"cooking").
if b.recipe.required_skill != &"crafting":
continue
# Skill threshold check — pawn must meet the bill's minimum.
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:
# and need-threshold providers (eat/sleep/doctor fire when hunger/sleep
# thresholds trigger, not via player priority). We skip the priority filter
# for them so a pawn can never accidentally starve because the player set
# &"eat" to OFF. The player-configurable list is the 7 work categories:
# construction / chop / plant / mine / crafting / haul / clean
# &"eat" to OFF. The player-configurable list is the 8 work categories:
# construction / cooking / chop / plant / mine / crafting / haul / clean
# Doctor IS in the matrix (player can opt a pawn out of doctor duty) but
# the needs-driven "go heal yourself" path bypasses this filter at Layer 3.
#

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@ -122,6 +122,7 @@ var skills: Dictionary = {}
# to_dict / from_dict.
var work_priorities: Dictionary = {
&"construction": 3,
&"cooking": 3,
&"chop": 3,
&"plant": 3,
&"mine": 3,

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@ -21,10 +21,11 @@ class_name WorkPriorityMatrix extends CanvasLayer
## round-trips pawn.work_priorities (via pawn.to_dict) will reflect correctly.
const CATEGORIES: Array[StringName] = [
&"construction", &"chop", &"plant", &"mine", &"crafting", &"haul", &"clean", &"doctor"
&"construction", &"cooking", &"chop", &"plant", &"mine", &"crafting", &"haul", &"clean", &"doctor"
]
const CATEGORY_LABELS: Dictionary = {
&"construction": "Build",
&"cooking": "Cook",
&"chop": "Chop",
&"plant": "Plant",
&"mine": "Mine",

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@ -21,6 +21,7 @@ const PLACEHOLDER_SOURCE_ID: int = 0
const BEAUTY_SYSTEM_SCRIPT: Script = preload("res://scenes/world/beauty_system.gd")
const DIRTINESS_SYSTEM_SCRIPT: Script = preload("res://scenes/world/dirtiness_system.gd")
const CLEANING_PROVIDER_SCRIPT: Script = preload("res://scenes/ai/cleaning_provider.gd")
const COOKING_PROVIDER_SCRIPT: Script = preload("res://scenes/ai/cooking_provider.gd")
const INDOOR_TINT_SCRIPT: Script = preload("res://scenes/world/indoor_tint_overlay.gd")
# Phase 14 — grave / burial entities (scripts only; no .tscn needed).
const GRAVEYARD_ZONE_SCRIPT: Script = preload("res://scenes/world/graveyard_zone.gd")
@ -215,14 +216,21 @@ func _ready() -> void:
# completion (Tree.fell, Wall._complete, etc.).
World.designation_ctl = designation_ctl
# Register all 9 providers — Decision iterates by .priority desc.
# doctor=9 > sleep=8 > eat=7 > construction=6 > chop=5 ≈ plant=5 > mine=4
# ≈ crafting=4 > haul=3 > clean=2.
# Phase 17 will tune these via the work-priority matrix UI.
# CookingProvider — runtime-instantiated (same pattern as CleaningProvider).
# priority 6 = equal to Construction, above Plant(5)/Chop(5).
var cooking_provider := Node.new()
cooking_provider.set_script(COOKING_PROVIDER_SCRIPT)
cooking_provider.name = "CookingProvider"
add_child(cooking_provider)
# Register all 10 providers — Decision iterates by .priority desc.
# doctor=9 > sleep=8 > eat=7 > construction=6 = cooking=6 > chop=5 ≈ plant=5
# > mine=4 ≈ crafting=4 > haul=3 > clean=2.
World.register_work_provider(doctor_provider)
World.register_work_provider(sleep_provider)
World.register_work_provider(eat_provider)
World.register_work_provider(construction_provider)
World.register_work_provider(cooking_provider)
World.register_work_provider(chop_provider)
World.register_work_provider(mine_provider)
World.register_work_provider(crafting_provider)