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
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28 changed files with 1252 additions and 23 deletions
73
scenes/world/storage_destination.gd
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scenes/world/storage_destination.gd
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class_name StorageDestination extends Node2D
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## Abstract base for all item-storage destinations (floor stockpile zones,
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## containers, etc.). Hauling AI treats all subclasses as a unified candidate
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## pool via this interface.
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##
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## StorageDestination extends Node2D (not Node) so subclasses can implement
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## _draw() for priority-tinted overlays without a separate CanvasItem child.
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##
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## Subclasses MUST override: accepts(), find_drop_position(), covers_tile().
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## Subclasses SHOULD call World.register_stockpile(self) in _ready() and
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## World.unregister_stockpile(self) in _exit_tree().
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##
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## See docs/architecture.md "Storage destinations: a unified concept".
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## Five priority levels matching Rimworld semantics (design.md Priorities).
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## Lower enum int = higher priority (CRITICAL = 0 pulls before LOW = 4).
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## Priority.OFF = no hauling in or out; invisible to HaulingProvider.
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enum Priority {
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CRITICAL = 0,
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HIGH = 1,
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NORMAL = 2,
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LOW = 3,
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OFF = 4,
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}
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## Priority determines whether haulers will fill this destination and whether
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## items here will be re-hauled upward to a higher-priority destination.
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@export var priority: Priority = Priority.NORMAL
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## Item types this destination accepts. Empty array = wildcard (accepts all).
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## Each entry is a StringName matching Item.TYPE_* constants (e.g. &"wood").
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@export var accepted_types: Array[StringName] = []
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## Emitted when items are registered or unregistered with this destination,
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## so interested parties (UI, re-scan logic) can react without polling.
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signal contents_changed
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# ── abstract interface — subclasses must override ────────────────────────────
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## Returns true if this destination currently accepts `item` (filter + priority
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## check + any capacity logic owned by the subclass).
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func accepts(item) -> bool:
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push_error("StorageDestination.accepts: '%s' must override this method" % name)
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return false
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## Returns a tile coordinate inside this destination where `item` can be
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## placed (filter-pass AND the tile is not already occupied by another item).
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## Returns Vector2i(-1, -1) when no slot is available.
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func find_drop_position(item) -> Vector2i:
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push_error("StorageDestination.find_drop_position: '%s' must override this method" % name)
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return Vector2i(-1, -1)
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## Returns true if `tile` falls inside this destination's region.
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## Used by HaulingProvider to find which destination currently holds an item.
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func covers_tile(tile: Vector2i) -> bool:
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push_error("StorageDestination.covers_tile: '%s' must override this method" % name)
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return false
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# ── shared helper ────────────────────────────────────────────────────────────
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## Priority-and-filter gate, shared by all subclasses.
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## Returns false when OFF or when the item's type is not in accepted_types.
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## accepted_types.is_empty() is the wildcard "accept any type" case.
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func _filter_accepts(item) -> bool:
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if priority == Priority.OFF:
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return false
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if accepted_types.is_empty():
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return true
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return item.item_type in accepted_types
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