Phase 4 — Trees, Rocks, Items, Stockpiles, Hauling
Three gdscript-refactor agents in parallel + Opus integration.
Entities (scenes/entities/, Agent A — 3 scripts + 3 .tscn, ~460 lines):
- item.gd: 16-type StringName registry (matches design.md filter chips);
Node2D + _draw() colored square + stack-count badge; to_dict/from_dict
- tree.gd: class_name HarvestableTree (Godot 4 ships a built-in 'Tree'
Control class — renamed to avoid the shadow); CHOP_TICKS=80; on_chop_tick
advances progress, fells when complete, drops 3 wood items at tile +
walkable neighbours
- rock.gd: MINE_TICKS=120; angular polygon _draw; mined() drops 1 stone
Toil + provider extensions (scenes/ai/, Agent B — 4 files modified/added,
~250 lines):
- Toil: new KIND_INTERACT (timed entity action), KIND_PICKUP, KIND_DEPOSIT
- JobRunner: _tick_interact resolves NodePath, calls target.<method>()
each tick, marks done when is_choppable/is_mineable returns false;
_tick_pickup finds Item at pawn.tile, transfers to pawn.carried_item;
_tick_deposit places carried_item at pawn.tile + clears the
items_needing_haul dirty flag
- ChopProvider (priority=5): nearest choppable tree; Job=[walk_to + interact]
- MineProvider (priority=4): same for rocks
Hauling system (scenes/world/ + scenes/ai/, Agent C — 4 files, ~330 lines):
- StorageDestination: abstract Node2D base; Priority enum CRITICAL=0..OFF=4;
accepted_types (empty=wildcard); _filter_accepts() helper
- StockpileZone: concrete rect-region zone; _draw paints priority-tinted
overlay (z_index=-1); find_drop_position scans for free cells respecting
one-stack-per-tile rule
- HaulingProvider (priority=3): nearest dirty item × best destination →
4-toil job [walk → pickup → walk → deposit]; sweep_for_better_destinations
enables the priority cascade (items in lower-priority zones re-mark dirty
when a higher-priority destination opens up)
Opus integration (~200 lines):
- World autoload: trees/rocks/items/items_needing_haul/stockpiles registries
+ register/unregister methods; pathfinder reference exposed for entity
code (tree.fell needs is_walkable for neighbour drops)
- Pawn: carried_item slot + carry-indicator (small colored rect upper-right
of body) via queue_redraw in _on_sim_tick
- World scene: registers chop/mine/haul/rest providers; spawns 6 trees
(cluster east-north), 4 rocks (south-east), 2 stockpile zones (Zone A
wood-only NORMAL, Zone B wildcard HIGH); periodic
hauling_provider.sweep_for_better_destinations every 100 sim ticks
Acceptance — MCP-verified end-to-end (the full Phase 4 loop):
- 3 pawns boot, Decision picks chop (highest priority work), all walk to
nearest tree, chop in parallel (3× speed because all 3 call on_chop_tick
per tick). Trees fell, drop wood (18 items). Pawns move to rocks, mine,
drop stone (4 items). Total 22 items spawn.
- HaulingProvider routes wood + stone toward Zone B (wildcard HIGH > Zone
A's wood-only NORMAL). Pawns carry items one at a time, visual indicator
shows during transit. Items deposit, items_needing_haul dirty flag
clears.
- **Priority cascade test:** Zone A promoted from NORMAL to CRITICAL.
Manually-triggered sweep marks 3 wood items in Zone B for re-haul.
Within a few thousand ticks: Zone A has 5 wood (cascaded from Zone B),
Zone B has 4 stone only (wood left, stone stayed because Zone A rejects
stone). Filter + priority cascade working exactly per design.md spec.
Phase 4 gotchas (logged in implementation.md):
- 'Tree' shadows Godot 4's built-in Tree Control class — class_name had to
be renamed to HarvestableTree. Scene/file names stayed as 'tree' since
the game concept is still 'tree'; the rename only affects code-side
type references.
- draw_colored_polygon(points, color) takes a SINGLE Color, not a
PackedColorArray. Agent C had to be reminded; draw_polygon(points, colors)
is the variant that takes per-vertex colors.
- Godot's class-name cache lags behind file changes — a full editor scan
('godot --headless --editor --quit') is needed to flush. Even after
reload_project, type-annotation assignments can fail; duck-typed
variables ('var x = scene.instantiate()') sidestep the issue.
- JobRunner's _tick_deposit had to explicitly call
World.clear_item_haul_flag — the dirty set persisted otherwise and
items appeared 'needing haul' even after deposit.
Delegation report this phase:
- Agent A (Sonnet, gdscript-refactor): Tree + Rock + Item entities + i18n
keys. ~460 lines.
- Agent B (Sonnet, gdscript-refactor): Toil extensions + JobRunner handlers
+ ChopProvider + MineProvider. ~250 lines.
- Agent C (Sonnet, gdscript-refactor): StorageDestination + StockpileZone
+ HaulingProvider with cascade sweep. ~330 lines.
- Opus: World autoload extensions (entity registries + pathfinder ref),
Pawn carry slot + visual, world.tscn/gd wiring, the Tree rename, the
draw_colored_polygon fix, the dirty-set-clear fix, MCP-driven runtime
verification including the full chop-mine-haul loop and the priority
cascade demo.
~75% of Phase 4's GDScript was subagent-authored.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
parent
5bf0f51efb
commit
91bceeebe8
28 changed files with 1252 additions and 23 deletions
49
scenes/ai/chop_provider.gd
Normal file
49
scenes/ai/chop_provider.gd
Normal file
|
|
@ -0,0 +1,49 @@
|
|||
class_name ChopProvider extends WorkProvider
|
||||
## WorkProvider for the "chop" work category.
|
||||
##
|
||||
## Scans World.trees for the nearest choppable Tree (Manhattan distance from
|
||||
## the requesting pawn) and returns a two-toil Job:
|
||||
## walk_to(tree.tile) → interact(tree.get_path(), "on_chop_tick")
|
||||
##
|
||||
## The INTERACT toil calls Tree.on_chop_tick() once per sim tick; the Tree
|
||||
## internally tracks chop_progress and calls fell() when CHOP_TICKS is
|
||||
## reached. The toil finishes automatically when is_choppable() returns
|
||||
## false (felled) or when the node is freed.
|
||||
##
|
||||
## Phase 4 simplification: trees do not block pathfinding, so walking directly
|
||||
## to tree.tile is valid. No adjacency-offset needed.
|
||||
##
|
||||
## Duck-typing note: Tree is referenced without class_name (class may not be
|
||||
## registered yet when this provider loads). We rely only on:
|
||||
## tree.tile: Vector2i
|
||||
## tree.is_choppable() -> bool
|
||||
## tree.get_path() -> NodePath
|
||||
|
||||
|
||||
func _init() -> void:
|
||||
category = &"chop"
|
||||
priority = 5 # Higher than rest (priority 0); scanned before it by Decision.
|
||||
|
||||
|
||||
## Returns a Job targeting the nearest choppable Tree, or null if none exists.
|
||||
## `pawn` is duck-typed: must expose .tile (Vector2i).
|
||||
func find_best_for(pawn) -> Job:
|
||||
var best = null
|
||||
var best_dist: int = 999999
|
||||
|
||||
for tree in World.trees:
|
||||
if not tree.is_choppable():
|
||||
continue
|
||||
var d: int = abs(tree.tile.x - pawn.tile.x) + abs(tree.tile.y - pawn.tile.y)
|
||||
if d < best_dist:
|
||||
best_dist = d
|
||||
best = tree
|
||||
|
||||
if best == null:
|
||||
return null
|
||||
|
||||
var j := Job.new()
|
||||
j.label = "Chop tree at %s" % best.tile
|
||||
j.toils.append(Toil.walk_to(best.tile))
|
||||
j.toils.append(Toil.interact(best.get_path(), &"on_chop_tick"))
|
||||
return j
|
||||
1
scenes/ai/chop_provider.gd.uid
Normal file
1
scenes/ai/chop_provider.gd.uid
Normal file
|
|
@ -0,0 +1 @@
|
|||
uid://b5wgnawgoqy1v
|
||||
148
scenes/ai/hauling_provider.gd
Normal file
148
scenes/ai/hauling_provider.gd
Normal file
|
|
@ -0,0 +1,148 @@
|
|||
class_name HaulingProvider extends WorkProvider
|
||||
## WorkProvider for the Hauling work category. Slots into the 5-layer pawn AI
|
||||
## (Decision → WorkProvider → Job + JobRunner) as layer 2.
|
||||
##
|
||||
## Each call to find_best_for(pawn) scans World.items_needing_haul for the
|
||||
## item closest to `pawn` that has a valid, reachable destination, then builds
|
||||
## a 4-toil haul job: walk → pickup → walk → deposit.
|
||||
##
|
||||
## sweep_for_better_destinations() is a periodic helper (called by World every
|
||||
## ~100 sim ticks) that marks items in lower-priority destinations dirty when a
|
||||
## higher-priority destination has space — enabling the "items flow upward"
|
||||
## priority cascade described in design.md.
|
||||
##
|
||||
## Pawn is intentionally duck-typed (no class_name reference) to match the
|
||||
## WorkProvider convention and avoid init-order issues.
|
||||
##
|
||||
## See docs/architecture.md "HaulingProvider".
|
||||
|
||||
|
||||
func _init() -> void:
|
||||
category = &"haul"
|
||||
# Priority 3 — below chop (5) and mine (4); above rest (1).
|
||||
# Adjusted once the full 9-category matrix is authored in Phase 17.
|
||||
priority = 3
|
||||
|
||||
|
||||
# ── WorkProvider override ─────────────────────────────────────────────────────
|
||||
|
||||
## Returns a haul Job for `pawn`, or null if no valid work exists.
|
||||
## Picks the item closest to `pawn` (Manhattan distance) that has an open
|
||||
## slot in the highest-priority destination accepting its type.
|
||||
## Phase 4 simplification: one carry at a time — skip if pawn is already holding something.
|
||||
func find_best_for(pawn) -> Job:
|
||||
# One carry at a time — skip if the pawn is already holding an item.
|
||||
if pawn.get("carried_item") != null:
|
||||
return null
|
||||
|
||||
var best_item = null
|
||||
var best_dest = null
|
||||
var best_drop_cell: Vector2i = Vector2i(-1, -1)
|
||||
var best_dist: int = 999999
|
||||
|
||||
for item in World.items_needing_haul.keys():
|
||||
# Skip items another pawn is already carrying.
|
||||
if item.being_carried:
|
||||
continue
|
||||
|
||||
# Find the best destination for this item type + priority.
|
||||
var dest = _find_best_destination_for(item)
|
||||
if dest == null:
|
||||
continue
|
||||
|
||||
var drop: Vector2i = dest.find_drop_position(item)
|
||||
if drop == Vector2i(-1, -1):
|
||||
continue
|
||||
|
||||
# Skip an item that is already sitting in the destination we'd haul it to.
|
||||
# Avoids pointless re-haul of an item that is exactly where it should be.
|
||||
# (Phase 16 refines this once the item→destination link is persisted.)
|
||||
var current_dest = _destination_for_tile(item.tile)
|
||||
if current_dest != null and current_dest == dest:
|
||||
continue
|
||||
|
||||
# Nearest-first heuristic (pawn → item only).
|
||||
var d: int = abs(item.tile.x - pawn.tile.x) + abs(item.tile.y - pawn.tile.y)
|
||||
if d < best_dist:
|
||||
best_dist = d
|
||||
best_item = item
|
||||
best_dest = dest
|
||||
best_drop_cell = drop
|
||||
|
||||
if best_item == null:
|
||||
return null
|
||||
|
||||
var j := Job.new()
|
||||
j.label = "Haul %s x%d -> (%d,%d)" % [
|
||||
best_item.item_type,
|
||||
best_item.stack_size,
|
||||
best_drop_cell.x,
|
||||
best_drop_cell.y,
|
||||
]
|
||||
j.toils.append(Toil.walk_to(best_item.tile))
|
||||
j.toils.append(Toil.pickup())
|
||||
j.toils.append(Toil.walk_to(best_drop_cell))
|
||||
j.toils.append(Toil.deposit())
|
||||
return j
|
||||
|
||||
|
||||
# ── priority cascade ──────────────────────────────────────────────────────────
|
||||
|
||||
## Periodic sweep (called by World every ~100 sim ticks).
|
||||
## Walks all items NOT already in the dirty set and marks them dirty when:
|
||||
## (a) they are loose on the floor with no destination covering their tile, OR
|
||||
## (b) they are in a stockpile but a higher-priority destination now has room.
|
||||
## Returns the count of newly marked items (logged when > 0).
|
||||
## This is the mechanism that makes "items flow up" to Critical stockpiles.
|
||||
func sweep_for_better_destinations() -> int:
|
||||
var count: int = 0
|
||||
for item in World.items:
|
||||
if item.being_carried:
|
||||
continue
|
||||
# Already flagged — HaulingProvider will handle it.
|
||||
if World.items_needing_haul.has(item):
|
||||
continue
|
||||
|
||||
var current = _destination_for_tile(item.tile)
|
||||
var best = _find_best_destination_for(item)
|
||||
|
||||
if current == null and best != null:
|
||||
# Loose item with a valid destination — mark it.
|
||||
World.items_needing_haul[item] = true
|
||||
count += 1
|
||||
elif current != null and best != null:
|
||||
# Item is stored, but a better destination exists.
|
||||
if int(best.priority) < int(current.priority):
|
||||
World.items_needing_haul[item] = true
|
||||
count += 1
|
||||
|
||||
if count > 0:
|
||||
Audit.log("hauling", "sweep marked %d items for re-haul" % count)
|
||||
return count
|
||||
|
||||
|
||||
# ── private helpers ───────────────────────────────────────────────────────────
|
||||
|
||||
## Returns the highest-priority StorageDestination that accepts `item` and has
|
||||
## at least one open slot. Among equal-priority destinations, first found wins.
|
||||
## Returns null when no destination qualifies.
|
||||
func _find_best_destination_for(item):
|
||||
var best = null
|
||||
for dest in World.stockpiles:
|
||||
if not dest.accepts(item):
|
||||
continue
|
||||
if dest.find_drop_position(item) == Vector2i(-1, -1):
|
||||
continue
|
||||
# Lower enum int = higher priority (CRITICAL=0 beats HIGH=1).
|
||||
if best == null or int(dest.priority) < int(best.priority):
|
||||
best = dest
|
||||
return best
|
||||
|
||||
|
||||
## Returns the StorageDestination whose region contains `tile`, or null if the
|
||||
## tile is not inside any registered destination.
|
||||
func _destination_for_tile(tile: Vector2i):
|
||||
for dest in World.stockpiles:
|
||||
if dest.covers_tile(tile):
|
||||
return dest
|
||||
return null
|
||||
1
scenes/ai/hauling_provider.gd.uid
Normal file
1
scenes/ai/hauling_provider.gd.uid
Normal file
|
|
@ -0,0 +1 @@
|
|||
uid://6mkqd2t286tn
|
||||
|
|
@ -91,6 +91,12 @@ func tick() -> void:
|
|||
_tick_wait(t)
|
||||
Toil.KIND_IDLE:
|
||||
pass # Never completes on its own — Decision or player overrides.
|
||||
Toil.KIND_INTERACT:
|
||||
_tick_interact(t)
|
||||
Toil.KIND_PICKUP:
|
||||
_tick_pickup(t)
|
||||
Toil.KIND_DEPOSIT:
|
||||
_tick_deposit(t)
|
||||
|
||||
if t.done:
|
||||
job.advance()
|
||||
|
|
@ -173,6 +179,109 @@ func _tick_wait(t) -> void:
|
|||
t.done = true
|
||||
|
||||
|
||||
## Execute one tick of an INTERACT toil.
|
||||
##
|
||||
## First tick: resolve the target node from the stored NodePath string.
|
||||
## If the target is gone or freed, log and skip immediately (done=true).
|
||||
## Otherwise mark started and log the action start.
|
||||
##
|
||||
## Every subsequent tick: call tick_method on the target. After the call,
|
||||
## check whether the target has been consumed (is_choppable/is_mineable
|
||||
## returns false, or the node was freed). If so, mark done.
|
||||
func _tick_interact(t) -> void:
|
||||
var target_path := NodePath(t.data.get("target", ""))
|
||||
var target = get_tree().get_root().get_node_or_null(target_path)
|
||||
|
||||
if not t.data.get("started", false):
|
||||
if target == null or not is_instance_valid(target):
|
||||
Audit.log(
|
||||
"job_runner",
|
||||
"%s interact target gone — skipping" % pawn.pawn_name
|
||||
)
|
||||
t.done = true
|
||||
return
|
||||
t.data["started"] = true
|
||||
Audit.log(
|
||||
"job_runner",
|
||||
"%s interact start: %s.%s" % [pawn.pawn_name, target.name, t.data.get("tick_method", "")]
|
||||
)
|
||||
|
||||
# Re-resolve each tick in case the node was freed between ticks.
|
||||
target = get_tree().get_root().get_node_or_null(target_path)
|
||||
if target == null or not is_instance_valid(target):
|
||||
t.done = true
|
||||
return
|
||||
|
||||
target.call(StringName(t.data.get("tick_method", "")))
|
||||
|
||||
# Re-check validity after the call (the call may have freed the node).
|
||||
if target == null or not is_instance_valid(target):
|
||||
t.done = true
|
||||
return
|
||||
if target.has_method("is_choppable") and not target.is_choppable():
|
||||
Audit.log("job_runner", "%s interact done: %s chopped" % [pawn.pawn_name, target.name])
|
||||
t.done = true
|
||||
return
|
||||
if target.has_method("is_mineable") and not target.is_mineable():
|
||||
Audit.log("job_runner", "%s interact done: %s mined" % [pawn.pawn_name, target.name])
|
||||
t.done = true
|
||||
|
||||
|
||||
## Execute one tick of a PICKUP toil.
|
||||
##
|
||||
## Finds the first unheld Item at pawn.tile in World.items.
|
||||
## Transfers it into pawn.carried_item via set_being_carried(true).
|
||||
## Completes in a single tick.
|
||||
func _tick_pickup(t) -> void:
|
||||
var item = null
|
||||
for it in World.items:
|
||||
if it.tile == pawn.tile and not it.being_carried:
|
||||
item = it
|
||||
break
|
||||
if item == null:
|
||||
Audit.log(
|
||||
"job_runner",
|
||||
"%s pickup: no item at %s" % [pawn.pawn_name, pawn.tile]
|
||||
)
|
||||
t.done = true
|
||||
return
|
||||
pawn.carried_item = item
|
||||
item.set_being_carried(true)
|
||||
Audit.log(
|
||||
"job_runner",
|
||||
"%s pickup: %s ×%d" % [pawn.pawn_name, item.item_type, item.stack_size]
|
||||
)
|
||||
t.done = true
|
||||
|
||||
|
||||
## Execute one tick of a DEPOSIT toil.
|
||||
##
|
||||
## Places pawn.carried_item at pawn.tile (pixel-centred in the 16 px grid).
|
||||
## Clears pawn.carried_item. Completes in a single tick.
|
||||
func _tick_deposit(t) -> void:
|
||||
if pawn.carried_item == null:
|
||||
Audit.log(
|
||||
"job_runner",
|
||||
"%s deposit: nothing to deposit" % pawn.pawn_name
|
||||
)
|
||||
t.done = true
|
||||
return
|
||||
var item = pawn.carried_item
|
||||
item.tile = pawn.tile
|
||||
item.position = Vector2(pawn.tile.x * 16 + 8, pawn.tile.y * 16 + 8)
|
||||
item.set_being_carried(false)
|
||||
pawn.carried_item = null
|
||||
# Phase 4: clear the haul-dirty flag — item has landed at its destination.
|
||||
# The periodic sweep_for_better_destinations will re-mark it if a higher-
|
||||
# priority destination opens up later.
|
||||
World.clear_item_haul_flag(item)
|
||||
Audit.log(
|
||||
"job_runner",
|
||||
"%s deposit: %s ×%d at %s" % [pawn.pawn_name, item.item_type, item.stack_size, pawn.tile]
|
||||
)
|
||||
t.done = true
|
||||
|
||||
|
||||
# ── helpers ──────────────────────────────────────────────────────────────────
|
||||
|
||||
## Emit job_completed, log, and clear the job reference.
|
||||
|
|
|
|||
50
scenes/ai/mine_provider.gd
Normal file
50
scenes/ai/mine_provider.gd
Normal file
|
|
@ -0,0 +1,50 @@
|
|||
class_name MineProvider extends WorkProvider
|
||||
## WorkProvider for the "mine" work category.
|
||||
##
|
||||
## Scans World.rocks for the nearest mineable Rock (Manhattan distance from
|
||||
## the requesting pawn) and returns a two-toil Job:
|
||||
## walk_to(rock.tile) → interact(rock.get_path(), "on_mine_tick")
|
||||
##
|
||||
## The INTERACT toil calls Rock.on_mine_tick() once per sim tick; the Rock
|
||||
## internally tracks mine_progress and handles removal when MINE_TICKS is
|
||||
## reached. The toil finishes automatically when is_mineable() returns
|
||||
## false (exhausted) or when the node is freed.
|
||||
##
|
||||
## Phase 4 simplification: rocks are assumed walkable during mining approach
|
||||
## (they may block movement in a later phase once obstruction is added to the
|
||||
## pathfinder).
|
||||
##
|
||||
## Duck-typing note: Rock is referenced without class_name (class may not be
|
||||
## registered yet when this provider loads). We rely only on:
|
||||
## rock.tile: Vector2i
|
||||
## rock.is_mineable() -> bool
|
||||
## rock.get_path() -> NodePath
|
||||
|
||||
|
||||
func _init() -> void:
|
||||
category = &"mine"
|
||||
priority = 4 # Slightly lower than chop (5); both higher than rest (0).
|
||||
|
||||
|
||||
## Returns a Job targeting the nearest mineable Rock, or null if none exists.
|
||||
## `pawn` is duck-typed: must expose .tile (Vector2i).
|
||||
func find_best_for(pawn) -> Job:
|
||||
var best = null
|
||||
var best_dist: int = 999999
|
||||
|
||||
for rock in World.rocks:
|
||||
if not rock.is_mineable():
|
||||
continue
|
||||
var d: int = abs(rock.tile.x - pawn.tile.x) + abs(rock.tile.y - pawn.tile.y)
|
||||
if d < best_dist:
|
||||
best_dist = d
|
||||
best = rock
|
||||
|
||||
if best == null:
|
||||
return null
|
||||
|
||||
var j := Job.new()
|
||||
j.label = "Mine rock at %s" % best.tile
|
||||
j.toils.append(Toil.walk_to(best.tile))
|
||||
j.toils.append(Toil.interact(best.get_path(), &"on_mine_tick"))
|
||||
return j
|
||||
1
scenes/ai/mine_provider.gd.uid
Normal file
1
scenes/ai/mine_provider.gd.uid
Normal file
|
|
@ -0,0 +1 @@
|
|||
uid://dgnufybspp1ja
|
||||
|
|
@ -13,6 +13,9 @@ class_name Toil extends RefCounted
|
|||
const KIND_WALK: StringName = &"walk"
|
||||
const KIND_WAIT: StringName = &"wait"
|
||||
const KIND_IDLE: StringName = &"idle"
|
||||
const KIND_INTERACT: StringName = &"interact" # Timed action on a target entity (Tree, Rock, …)
|
||||
const KIND_PICKUP: StringName = &"pickup" # Transfer Item at pawn.tile into pawn.carried_item
|
||||
const KIND_DEPOSIT: StringName = &"deposit" # Place pawn.carried_item at pawn.tile
|
||||
|
||||
var kind: StringName = KIND_IDLE
|
||||
## Toil-specific params — all values must be int, float, bool, String, Dict, or Array.
|
||||
|
|
@ -51,6 +54,41 @@ static func idle() -> Toil:
|
|||
return t
|
||||
|
||||
|
||||
## Timed action on a scene-node target (Tree, Rock, …).
|
||||
## `target_node_path` is the NodePath of the entity; stored as String for JSON safety.
|
||||
## `tick_method` is the method to call each sim tick (e.g. "on_chop_tick").
|
||||
## JobRunner resolves the node at first-tick and calls tick_method every sim tick
|
||||
## until the target is no longer choppable/mineable (method source sets done via
|
||||
## is_choppable() / is_mineable() returning false).
|
||||
static func interact(target_node_path: NodePath, tick_method: StringName) -> Toil:
|
||||
var t := Toil.new()
|
||||
t.kind = KIND_INTERACT
|
||||
t.data = {
|
||||
"target": String(target_node_path),
|
||||
"tick_method": String(tick_method),
|
||||
"started": false,
|
||||
}
|
||||
return t
|
||||
|
||||
|
||||
## Pick up an Item at pawn.tile into pawn.carried_item. Single-tick action.
|
||||
## data is empty — the item is located at pawn.tile at execution time.
|
||||
static func pickup() -> Toil:
|
||||
var t := Toil.new()
|
||||
t.kind = KIND_PICKUP
|
||||
t.data = {}
|
||||
return t
|
||||
|
||||
|
||||
## Place pawn.carried_item at pawn.tile. Single-tick action.
|
||||
## data is empty — the item comes from pawn.carried_item at execution time.
|
||||
static func deposit() -> Toil:
|
||||
var t := Toil.new()
|
||||
t.kind = KIND_DEPOSIT
|
||||
t.data = {}
|
||||
return t
|
||||
|
||||
|
||||
# ── save / load ──────────────────────────────────────────────────────────────
|
||||
|
||||
func to_dict() -> Dictionary:
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue