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:
megaproxy 2026-05-10 21:32:39 +01:00
parent 5bf0f51efb
commit 91bceeebe8
28 changed files with 1252 additions and 23 deletions

View file

@ -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.