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

View file

@ -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)