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
|
||||
Loading…
Add table
Add a link
Reference in a new issue