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

@ -22,6 +22,12 @@ const TABLE: Dictionary = {
# Pawn state labels # Pawn state labels
&"pawn.state.idle": "idle", &"pawn.state.idle": "idle",
&"pawn.state.walking": "walking", &"pawn.state.walking": "walking",
# Item types (player-visible this phase)
&"item.wood": "Wood",
&"item.stone": "Stone",
&"item.iron_ore": "Iron ore",
# Item stack count badge ("{n}" is substituted at call site via .format())
&"item.stack_count": "×{n}",
} }

View file

@ -11,10 +11,30 @@ extends Node
# Phase 2 — pawn registry. items/furniture/animals/corpses arrive in later phases. # Phase 2 — pawn registry. items/furniture/animals/corpses arrive in later phases.
var pawns: Array[Pawn] = [] var pawns: Array[Pawn] = []
# Phase 3 — work providers (e.g. RestProvider). World scene registers them on _ready. # Phase 3 — work providers (e.g. RestProvider, ChopProvider, HaulingProvider).
# Decision.pick_next_job() iterates this by .priority desc. # World scene registers them on _ready. Decision.pick_next_job() iterates by .priority desc.
var work_providers: Array = [] var work_providers: Array = []
# Phase 4 — harvestables + items + stockpiles. Entities call register_*/unregister_*
# from their _ready/_exit_tree. Phase 16 will add stable IDs and persistence wiring.
var trees: Array = [] # Array of Tree
var rocks: Array = [] # Array of Rock
var items: Array = [] # Array of Item (on-floor stacks)
var stockpiles: Array = [] # Array of StorageDestination (StockpileZone for now; containers Phase 5)
# Phase 4 — pathfinder reference exposed for entity code that needs walkability
# checks (e.g. Tree.fell() picking neighbour tiles for wood drops). The actual
# Pathfinder node lives on the World scene as a child; the scene sets this in
# its _ready(). Don't access before the world scene is mounted.
var pathfinder = null
# Phase 4 — hauling dirty set. Keys are Items, value is unused (we just use .keys()).
# An Item is added when it spawns (Tree.fell, Rock.mined, workbench drop, ...)
# and removed when it lands at its highest-priority valid destination.
# HaulingProvider.sweep_for_better_destinations() re-marks items when a higher
# priority stockpile opens up (the priority cascade per design.md).
var items_needing_haul: Dictionary = {}
func register_work_provider(wp) -> void: func register_work_provider(wp) -> void:
assert(wp != null, "World.register_work_provider: provider is null") assert(wp != null, "World.register_work_provider: provider is null")
@ -47,3 +67,54 @@ func pawn_at_tile(tile: Vector2i) -> Pawn:
func clear_pawns() -> void: func clear_pawns() -> void:
# For save-load / new-game flow in Phase 16. # For save-load / new-game flow in Phase 16.
pawns.clear() pawns.clear()
# ── Phase 4: harvestables + items + stockpiles ──────────────────────────────
func register_tree(t) -> void:
if not trees.has(t):
trees.append(t)
func unregister_tree(t) -> void:
trees.erase(t)
func register_rock(r) -> void:
if not rocks.has(r):
rocks.append(r)
func unregister_rock(r) -> void:
rocks.erase(r)
func register_item(it) -> void:
if items.has(it):
return
items.append(it)
# Newly-spawned items always start as "needs haul" — HaulingProvider will
# clear the flag once the item lands in its highest-priority destination.
items_needing_haul[it] = true
func unregister_item(it) -> void:
items.erase(it)
items_needing_haul.erase(it)
func register_stockpile(s) -> void:
if not stockpiles.has(s):
stockpiles.append(s)
func unregister_stockpile(s) -> void:
stockpiles.erase(s)
func mark_item_needs_haul(it) -> void:
items_needing_haul[it] = true
func clear_item_haul_flag(it) -> void:
items_needing_haul.erase(it)

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@ -10,7 +10,8 @@ Effort estimates are wall-time at **focused solo pace**. Scale up generously for
| ✅ done — 80² map renders, walls/terrain/UI layers, camera rig, tick loop, speed UI all live | **Phase 1 — World, tilemap, camera** | | ✅ done — 80² map renders, walls/terrain/UI layers, camera rig, tick loop, speed UI all live | **Phase 1 — World, tilemap, camera** |
| ✅ done — Pawn class, AStarGrid2D pathfinder (9.1 μs avg/18 μs max at 80²), click-to-select + click-to-move via Selection module | **Phase 2 — Pawn skeleton, pathfinding, movement** | | ✅ done — Pawn class, AStarGrid2D pathfinder (9.1 μs avg/18 μs max at 80²), click-to-select + click-to-move via Selection module | **Phase 2 — Pawn skeleton, pathfinding, movement** |
| ✅ done — Job/Toil/JobRunner/Decision/RestProvider, forced_job preempt, mid-toil save round-trip verified | **Phase 3 — AI core: Decision → WorkProvider → JobRunner** | | ✅ done — Job/Toil/JobRunner/Decision/RestProvider, forced_job preempt, mid-toil save round-trip verified | **Phase 3 — AI core: Decision → WorkProvider → JobRunner** |
| ⏳ next | **Phase 4 — First verbs: chop, mine, hauling, stockpiles** | | ✅ done — Tree/Rock/Item entities, ChopProvider/MineProvider/HaulingProvider, StockpileZone with 16-chip filter + 5-tier priority + cascade sweep | **Phase 4 — First verbs: chop, mine, hauling, stockpiles** |
| ⏳ next | **Phase 5 — Building, walls, floors, containers** |
Use this doc as a checklist: tick boxes as items complete, and update the **Status** row above whenever a phase rolls over. The last bullet of each phase is the *acceptance demo* — the phase is "done" when you can perform it. Use this doc as a checklist: tick boxes as items complete, and update the **Status** row above whenever a phase rolls over. The last bullet of each phase is the *acceptance demo* — the phase is "done" when you can perform it.

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@ -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

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@ -0,0 +1 @@
uid://b5wgnawgoqy1v

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@ -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

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@ -0,0 +1 @@
uid://6mkqd2t286tn

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@ -91,6 +91,12 @@ func tick() -> void:
_tick_wait(t) _tick_wait(t)
Toil.KIND_IDLE: Toil.KIND_IDLE:
pass # Never completes on its own — Decision or player overrides. 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: if t.done:
job.advance() job.advance()
@ -173,6 +179,109 @@ func _tick_wait(t) -> void:
t.done = true 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 ────────────────────────────────────────────────────────────────── # ── helpers ──────────────────────────────────────────────────────────────────
## Emit job_completed, log, and clear the job reference. ## Emit job_completed, log, and clear the job reference.

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@ -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

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@ -0,0 +1 @@
uid://dgnufybspp1ja

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@ -13,6 +13,9 @@ class_name Toil extends RefCounted
const KIND_WALK: StringName = &"walk" const KIND_WALK: StringName = &"walk"
const KIND_WAIT: StringName = &"wait" const KIND_WAIT: StringName = &"wait"
const KIND_IDLE: StringName = &"idle" 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 var kind: StringName = KIND_IDLE
## Toil-specific params — all values must be int, float, bool, String, Dict, or Array. ## Toil-specific params — all values must be int, float, bool, String, Dict, or Array.
@ -51,6 +54,41 @@ static func idle() -> Toil:
return t 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 ────────────────────────────────────────────────────────────── # ── save / load ──────────────────────────────────────────────────────────────
func to_dict() -> Dictionary: func to_dict() -> Dictionary:

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## Dropped item entity — a single stack of one item type lying on the world floor.
##
## Visuals are drawn procedurally via _draw() (Phase 4 placeholder). Real
## ElvGames item icons land in Phase 5+.
##
## Item type constants mirror the 16 filter chips in docs/design.md. They are
## used by StockpileZone filter bitmasks and pawn-carry typing.
##
## World registration (World.register_item / World.unregister_item) is called
## here but the methods land in World during Opus integration. The script will
## parse cleanly; the call will fail at runtime until then.
class_name Item extends Node2D
const TILE_SIZE_PX: int = 16
# ── canonical type registry — matches docs/design.md "16 filter chips" ───────
const TYPE_WOOD: StringName = &"wood" # Wd
const TYPE_STONE: StringName = &"stone" # St
const TYPE_IRON_ORE: StringName = &"iron_ore" # Ir
const TYPE_COPPER_ORE: StringName = &"copper_ore" # Cu
const TYPE_SILVER: StringName = &"silver" # Ag
const TYPE_GOLD: StringName = &"gold" # Au
const TYPE_CLOTH: StringName = &"cloth" # Cl
const TYPE_VEGETABLE: StringName = &"vegetable" # Veg
const TYPE_MEAT: StringName = &"meat" # Mt
const TYPE_GRAIN: StringName = &"grain" # Gr
const TYPE_MEAL: StringName = &"meal" # Ck (cooked)
const TYPE_MEDICINE: StringName = &"medicine" # Md
const TYPE_TOOL: StringName = &"tool" # Tl
const TYPE_WEAPON: StringName = &"weapon" # Wp
const TYPE_ARMOR: StringName = &"armor" # Ar
const TYPE_CORPSE: StringName = &"corpse" # Co
const ALL_TYPES: Array[StringName] = [
TYPE_WOOD, TYPE_STONE, TYPE_IRON_ORE, TYPE_COPPER_ORE,
TYPE_SILVER, TYPE_GOLD, TYPE_CLOTH, TYPE_VEGETABLE,
TYPE_MEAT, TYPE_GRAIN, TYPE_MEAL, TYPE_MEDICINE,
TYPE_TOOL, TYPE_WEAPON, TYPE_ARMOR, TYPE_CORPSE,
]
# ── state ────────────────────────────────────────────────────────────────────
@export var item_type: StringName = TYPE_WOOD
@export var stack_size: int = 1
var tile: Vector2i = Vector2i.ZERO
## When true the on-floor visual is suppressed; the carrying pawn renders the
## carry indicator instead.
var being_carried: bool = false
# ── lifecycle ─────────────────────────────────────────────────────────────────
func _ready() -> void:
position = _tile_to_world(tile)
visible = not being_carried
func _exit_tree() -> void:
World.unregister_item(self)
# ── public API ────────────────────────────────────────────────────────────────
## One-shot initialiser called by the spawning code (Tree.fell, Rock.mined, etc.)
## Sets all fields, syncs position, and registers with World.
func setup(p_type: StringName, p_stack: int, p_tile: Vector2i) -> void:
item_type = p_type
stack_size = p_stack
tile = p_tile
position = _tile_to_world(tile)
visible = not being_carried
queue_redraw()
World.register_item(self)
Audit.log("item", "spawned %s×%d at %s" % [item_type, stack_size, tile])
## Hide/show the on-floor sprite when the pawn picks up or drops this item.
func set_being_carried(value: bool) -> void:
being_carried = value
visible = not being_carried
# ── save / load ───────────────────────────────────────────────────────────────
func to_dict() -> Dictionary:
return {
"type": String(item_type),
"stack_size": stack_size,
"tile_x": tile.x,
"tile_y": tile.y,
}
## Returns a plain Dictionary spec for World.load_items() to instantiate from.
## Items cannot reconstruct themselves standalone — they need a parent in the
## scene tree. World adds the node, then calls setup() from the returned dict.
static func from_dict(d: Dictionary) -> Dictionary:
return {
"type": StringName(d.get("type", "wood")),
"stack_size": int(d.get("stack_size", 1)),
"tile_x": int(d.get("tile_x", 0)),
"tile_y": int(d.get("tile_y", 0)),
}
# ── render ────────────────────────────────────────────────────────────────────
func _draw() -> void:
# 12×12 coloured square centered on the tile; colour hashed from item_type.
var hue := float(item_type.hash() % 360) / 360.0
var fill := Color.from_hsv(hue, 0.6, 0.85)
var half: int = 6
var square := Rect2(Vector2(-half, -half), Vector2(half * 2, half * 2))
draw_rect(square, fill)
draw_rect(square, Color(0.0, 0.0, 0.0, 0.75), false, 1.0)
# Stack count badge — bottom-right corner of the square, font_size 7.
if stack_size > 1:
var label := Strings.t(&"item.stack_count").format({"n": stack_size})
draw_string(
ThemeDB.fallback_font,
Vector2(half - 1, half - 1),
label,
HORIZONTAL_ALIGNMENT_RIGHT,
-1,
7,
Color(0.0, 0.0, 0.0, 0.6) # drop-shadow offset below
)
draw_string(
ThemeDB.fallback_font,
Vector2(half - 2, half - 2),
label,
HORIZONTAL_ALIGNMENT_RIGHT,
-1,
7,
Color(1.0, 1.0, 1.0, 1.0)
)
# ── helpers ───────────────────────────────────────────────────────────────────
func _tile_to_world(t: Vector2i) -> Vector2:
return Vector2(
t.x * TILE_SIZE_PX + TILE_SIZE_PX / 2.0,
t.y * TILE_SIZE_PX + TILE_SIZE_PX / 2.0
)

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[gd_scene load_steps=2 format=3 uid="uid://item_entity"]
[ext_resource type="Script" path="res://scenes/entities/item.gd" id="1_item"]
[node name="Item" type="Node2D"]
script = ExtResource("1_item")

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## Rock entity — mineable by a pawn with a Mine job. Drops a stone Item node
## when mined out.
##
## Mirrors Tree's chopping model; stone is harder so MINE_TICKS is longer.
## A MineProvider (Opus, Phase 4) creates a Job whose INTERACT toil calls
## on_mine_tick() once per sim tick via JobRunner.
##
## World registration (World.register_rock / World.unregister_rock) is called
## here but the methods land in World during Opus integration.
class_name Rock extends Node2D
const TILE_SIZE_PX: int = 16
## Sim ticks to mine a rock at 1× speed (120 ticks = 6 sim seconds at 20 Hz).
## Stone is harder than wood — MINE_TICKS > Tree.CHOP_TICKS.
const MINE_TICKS: int = 120
## Stone Items dropped on a successful mine.
const STONE_DROPS_ON_MINE: int = 1
# ── state ─────────────────────────────────────────────────────────────────────
var tile: Vector2i = Vector2i.ZERO
## 0..MINE_TICKS. Advanced by on_mine_tick(); rock is mined when equal to MINE_TICKS.
var mine_progress: int = 0
# Preloaded scene for spawned stone items.
const ITEM_SCENE: PackedScene = preload("res://scenes/entities/item.tscn")
# ── lifecycle ─────────────────────────────────────────────────────────────────
func _ready() -> void:
position = _tile_to_world(tile)
World.register_rock(self)
func _exit_tree() -> void:
World.unregister_rock(self)
# ── public API ────────────────────────────────────────────────────────────────
## One-shot initialiser. Call after add_child() so _ready() already fired.
func setup(start_tile: Vector2i) -> void:
tile = start_tile
mine_progress = 0
position = _tile_to_world(tile)
queue_redraw()
Audit.log("rock", "spawned at %s" % tile)
## True when the rock hasn't been fully mined yet.
func is_mineable() -> bool:
return mine_progress < MINE_TICKS
## Called by the INTERACT toil in JobRunner once per sim tick while the pawn
## works this rock. Advances mine_progress and triggers mined() when complete.
func on_mine_tick() -> void:
if not is_mineable():
return
mine_progress += 1
queue_redraw()
if mine_progress >= MINE_TICKS:
mined()
## Drop stone Item(s) and free this node. Called automatically by on_mine_tick()
## but also accessible for scripted removal (debug, storyteller events).
func mined() -> void:
# Single drop lands on the rock's own tile.
var item: Item = ITEM_SCENE.instantiate()
get_parent().add_child(item)
item.setup(Item.TYPE_STONE, 1, tile)
Audit.log("rock", "mined at %s; %d stone drop" % [tile, STONE_DROPS_ON_MINE])
queue_free()
# ── save / load ───────────────────────────────────────────────────────────────
func to_dict() -> Dictionary:
return {
"tile_x": tile.x,
"tile_y": tile.y,
"mine_progress": mine_progress,
}
static func from_dict(d: Dictionary) -> Dictionary:
return {
"tile_x": int(d.get("tile_x", 0)),
"tile_y": int(d.get("tile_y", 0)),
"mine_progress": int(d.get("mine_progress", 0)),
}
# ── render ────────────────────────────────────────────────────────────────────
func _draw() -> void:
# Angular cluster of 34 triangles in a dark-grey / light-grey palette.
var c1 := Color(0.55, 0.55, 0.50) # light face
var c2 := Color(0.38, 0.38, 0.36) # shadow face
# Main body polygon (roughly an irregular hex).
var body := PackedVector2Array([
Vector2(-5.0, 3.0),
Vector2(-6.0, -1.0),
Vector2(-2.0, -6.0),
Vector2(3.0, -5.0),
Vector2(6.0, 0.0),
Vector2(4.0, 4.0),
])
draw_colored_polygon(body, c1)
# Shadow face on the bottom-right triangle to give depth.
var shadow := PackedVector2Array([
Vector2(3.0, -5.0),
Vector2(6.0, 0.0),
Vector2(4.0, 4.0),
Vector2(-5.0, 3.0),
])
draw_colored_polygon(shadow, c2)
# Outline.
draw_polyline(body, Color(0.0, 0.0, 0.0, 0.5), 1.0)
draw_line(body[5], body[0], Color(0.0, 0.0, 0.0, 0.5), 1.0)
# Mine-progress crack: a dark jagged line on the face when partially mined.
if mine_progress > 0:
var ratio := float(mine_progress) / float(MINE_TICKS)
var crack_len := ratio * 5.0
draw_line(
Vector2(-1.0, -2.0),
Vector2(-1.0 + crack_len, 1.0),
Color(0.15, 0.12, 0.10, 0.85),
1.5
)
# ── helpers ───────────────────────────────────────────────────────────────────
func _tile_to_world(t: Vector2i) -> Vector2:
return Vector2(
t.x * TILE_SIZE_PX + TILE_SIZE_PX / 2.0,
t.y * TILE_SIZE_PX + TILE_SIZE_PX / 2.0
)

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uid://dpy14o4grgsgt

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[gd_scene load_steps=2 format=3 uid="uid://rock_entity"]
[ext_resource type="Script" path="res://scenes/entities/rock.gd" id="1_rock"]
[node name="Rock" type="Node2D"]
script = ExtResource("1_rock")

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## Tree entity — choppable by a pawn with a Chop job. Drops wood Item nodes
## when felled.
##
## Chopping model (docs/implementation.md Phase 4):
## A ChopProvider creates a Job whose INTERACT toil calls on_chop_tick() once
## per sim tick via JobRunner. After CHOP_TICKS ticks the tree is felled.
##
## World registration (World.register_tree / World.unregister_tree) is called
## here but the methods land in World during Opus integration.
class_name HarvestableTree extends Node2D
## NOTE: class_name is HarvestableTree because Godot 4 ships a built-in `Tree`
## Control node — using "Tree" would shadow that. Filename / scene name stay
## as `tree` because the game-side concept is still just "tree".
const TILE_SIZE_PX: int = 16
## Sim ticks to fell a tree at 1× speed (80 ticks = ~4 sim seconds at 20 Hz).
const CHOP_TICKS: int = 80
## Number of separate wood Item nodes dropped on fell.
const WOOD_DROPS_ON_FELL: int = 3
## Stack size per dropped Item (Phase 4 simplicity: 3 items of stack 1 each).
const STACK_SIZE_PER_DROP: int = 1
# ── state ─────────────────────────────────────────────────────────────────────
var tile: Vector2i = Vector2i.ZERO
## 0..CHOP_TICKS. Advanced by on_chop_tick(); tree is felled when equal to CHOP_TICKS.
var chop_progress: int = 0
# Preloaded scene for spawned wood items.
const ITEM_SCENE: PackedScene = preload("res://scenes/entities/item.tscn")
# ── lifecycle ─────────────────────────────────────────────────────────────────
func _ready() -> void:
position = _tile_to_world(tile)
World.register_tree(self)
func _exit_tree() -> void:
World.unregister_tree(self)
# ── public API ────────────────────────────────────────────────────────────────
## One-shot initialiser. Call after add_child() so _ready() already fired.
func setup(start_tile: Vector2i) -> void:
tile = start_tile
chop_progress = 0
position = _tile_to_world(tile)
queue_redraw()
Audit.log("tree", "spawned at %s" % tile)
## True when the tree hasn't been fully chopped yet.
func is_choppable() -> bool:
return chop_progress < CHOP_TICKS
## Called by the INTERACT toil in JobRunner once per sim tick while the pawn
## works this tree. Advances chop_progress and fells the tree when complete.
func on_chop_tick() -> void:
if not is_choppable():
return
chop_progress += 1
queue_redraw()
if chop_progress >= CHOP_TICKS:
fell()
## Drop wood Items and free this node. Called by on_chop_tick() automatically,
## but also accessible for scripted felling (debug, storyteller events).
func fell() -> void:
var drop_tiles := _pick_drop_tiles()
var drops_count := 0
for drop_tile in drop_tiles:
var item: Item = ITEM_SCENE.instantiate()
get_parent().add_child(item)
item.setup(Item.TYPE_WOOD, STACK_SIZE_PER_DROP, drop_tile)
drops_count += 1
Audit.log("tree", "felled at %s; %d wood drops" % [tile, drops_count])
queue_free()
# ── save / load ───────────────────────────────────────────────────────────────
func to_dict() -> Dictionary:
return {
"tile_x": tile.x,
"tile_y": tile.y,
"chop_progress": chop_progress,
}
static func from_dict(d: Dictionary) -> Dictionary:
return {
"tile_x": int(d.get("tile_x", 0)),
"tile_y": int(d.get("tile_y", 0)),
"chop_progress": int(d.get("chop_progress", 0)),
}
# ── render ────────────────────────────────────────────────────────────────────
func _draw() -> void:
# Brown trunk: small filled rect at centre-bottom (~4 wide × 6 tall).
var trunk_color := Color(0.45, 0.28, 0.12)
draw_rect(Rect2(Vector2(-2.0, 1.0), Vector2(4.0, 6.0)), trunk_color)
# Green canopy: large filled circle centered near the top.
var canopy_color := Color(0.22, 0.60, 0.18)
draw_circle(Vector2(0.0, -3.0), 7.0, canopy_color)
# Canopy outline.
draw_arc(Vector2(0.0, -3.0), 7.0, 0.0, TAU, 24, Color(0.0, 0.0, 0.0, 0.4), 1.0)
# Chop-progress wedge: a dark angled line on the trunk when partially chopped.
if chop_progress > 0:
var ratio := float(chop_progress) / float(CHOP_TICKS)
var notch_depth := ratio * 3.0
draw_line(
Vector2(-2.0, 2.0 + notch_depth),
Vector2(2.0, 2.0),
Color(0.15, 0.08, 0.02, 0.9),
1.5
)
# ── helpers ───────────────────────────────────────────────────────────────────
## Returns up to WOOD_DROPS_ON_FELL tile positions for wood drops.
## Prefers the tree's own tile then walkable 4-neighbours; falls back to the
## tree tile for any remaining drops when neighbours are scarce.
func _pick_drop_tiles() -> Array[Vector2i]:
var chosen: Array[Vector2i] = []
# First drop always goes on the tree's tile itself.
chosen.append(tile)
# Remaining drops prefer walkable neighbours.
var offsets: Array[Vector2i] = [Vector2i(1, 0), Vector2i(-1, 0), Vector2i(0, 1), Vector2i(0, -1)]
for offset in offsets:
if chosen.size() >= WOOD_DROPS_ON_FELL:
break
var candidate: Vector2i = tile + offset
if World.pathfinder != null and World.pathfinder.is_walkable(candidate):
chosen.append(candidate)
# Fill any remaining slots with the tree tile (all 3 land there if boxed in).
while chosen.size() < WOOD_DROPS_ON_FELL:
chosen.append(tile)
return chosen
func _tile_to_world(t: Vector2i) -> Vector2:
return Vector2(
t.x * TILE_SIZE_PX + TILE_SIZE_PX / 2.0,
t.y * TILE_SIZE_PX + TILE_SIZE_PX / 2.0
)

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[gd_scene load_steps=2 format=3 uid="uid://tree_entity"]
[ext_resource type="Script" path="res://scenes/entities/tree.gd" id="1_tree"]
[node name="Tree" type="Node2D"]
script = ExtResource("1_tree")

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@ -42,6 +42,11 @@ var forced_job = null
# can be paired with the pathfinder). May be null in tests / pre-Phase-3 scenes. # can be paired with the pathfinder). May be null in tests / pre-Phase-3 scenes.
var job_runner = null var job_runner = null
# Phase 4 — carry slot for hauling. Holds an Item node while carrying; null
# when empty-handed. PICKUP toil sets this; DEPOSIT clears it. One stack /
# one type at a time per design.md.
var carried_item = null
var _path: Array[Vector2i] = [] var _path: Array[Vector2i] = []
var _step_progress: float = 0.0 var _step_progress: float = 0.0
var _selected: bool = false var _selected: bool = false
@ -142,6 +147,9 @@ func from_dict(d: Dictionary) -> void:
func _on_sim_tick(_tick_number: int) -> void: func _on_sim_tick(_tick_number: int) -> void:
_orchestrate_ai() _orchestrate_ai()
_advance_walk() _advance_walk()
# Phase 4 — the carry indicator changes when PICKUP/DEPOSIT toils mutate
# carried_item directly. Cheapest reliable redraw hook is here.
queue_redraw()
func _orchestrate_ai() -> void: func _orchestrate_ai() -> void:
@ -201,6 +209,13 @@ func _draw() -> void:
if _selected: if _selected:
draw_arc(Vector2.ZERO, 10.0, 0.0, TAU, 32, Color(1.0, 0.9, 0.2, 0.85), 2.0) draw_arc(Vector2.ZERO, 10.0, 0.0, TAU, 32, Color(1.0, 0.9, 0.2, 0.85), 2.0)
# Phase 4 — carry indicator: small coloured square at upper-right of body.
if carried_item != null:
var ci_hue := float(carried_item.item_type.hash() % 360) / 360.0
var ci_color := Color.from_hsv(ci_hue, 0.6, 0.85)
draw_rect(Rect2(6, -10, 7, 7), ci_color)
draw_rect(Rect2(6, -10, 7, 7), Color(0, 0, 0, 0.7), false, 1.0)
# ── helpers ───────────────────────────────────────────────────────────────── # ── helpers ─────────────────────────────────────────────────────────────────

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class_name StockpileZone extends StorageDestination
## Concrete floor stockpile zone. A rectangular region (in tile coords) that
## accepts items matching the filter and deposits them one-per-tile.
##
## Rendered as a translucent priority-tinted overlay via _draw(). The overlay
## is always visible — Phase 17 will toggle it when the Zones panel is open.
## z_index = -1 keeps the tint below items (z_index 0) and pawns.
##
## Register/unregister with World.stockpiles happen automatically in
## _ready / _exit_tree — no external wiring needed.
##
## One-stack-per-tile, one-type-per-tile rule (design.md).
##
## See docs/architecture.md "StockpileZone".
## Region in tile coordinates. (0,0) relative to this node's map position;
## in practice this node lives at world origin so region is in world-tile space.
@export var region: Rect2i = Rect2i(0, 0, 4, 4)
## Player-visible label shown in zone inspect UI (Phase 17).
@export var label: String = "Stockpile"
## Pixel size of one tile — must match World.TILE_SIZE_PX.
const _TILE_PX: int = 16
## Priority-keyed fill colors for the overlay (Color(r, g, b, a)).
const _PRIORITY_COLORS: Dictionary = {
StorageDestination.Priority.CRITICAL: Color(0.9, 0.3, 0.3, 0.15),
StorageDestination.Priority.HIGH: Color(0.9, 0.6, 0.3, 0.15),
StorageDestination.Priority.NORMAL: Color(0.9, 0.9, 0.3, 0.12),
StorageDestination.Priority.LOW: Color(0.3, 0.9, 0.3, 0.10),
StorageDestination.Priority.OFF: Color(0.3, 0.3, 0.3, 0.10),
}
func _ready() -> void:
z_index = -1
World.register_stockpile(self)
queue_redraw()
func _exit_tree() -> void:
World.unregister_stockpile(self)
# ── StorageDestination overrides ─────────────────────────────────────────────
func accepts(item) -> bool:
return _filter_accepts(item)
func covers_tile(tile: Vector2i) -> bool:
return region.has_point(tile)
## Scan region cells in row-major order; return the first tile not occupied by
## an item that is not being carried. Returns Vector2i(-1, -1) if the zone is
## full or the item fails the filter.
func find_drop_position(item) -> Vector2i:
if not accepts(item):
return Vector2i(-1, -1)
for x in range(region.position.x, region.position.x + region.size.x):
for y in range(region.position.y, region.position.y + region.size.y):
var cell := Vector2i(x, y)
if _is_cell_free(cell):
return cell
return Vector2i(-1, -1)
# ── drawing ───────────────────────────────────────────────────────────────────
func _draw() -> void:
var fill_color: Color = _PRIORITY_COLORS.get(priority, Color(0.5, 0.5, 0.5, 0.12))
var border_color := Color(fill_color.r, fill_color.g, fill_color.b, 0.6)
var tile_px := float(_TILE_PX)
# Filled rectangle covering the entire region.
var rect_px := Rect2(
Vector2(region.position) * tile_px,
Vector2(region.size) * tile_px
)
draw_rect(rect_px, fill_color, true)
# 1-px border outline.
draw_rect(rect_px, border_color, false, 1.0)
# ── internal helpers ──────────────────────────────────────────────────────────
## Returns true when no un-carried item is sitting on `cell`.
## One-stack-per-tile rule: the first occupied, non-carried item blocks the cell.
func _is_cell_free(cell: Vector2i) -> bool:
for it in World.items:
if it.tile == cell and not it.being_carried:
return false
return true

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[gd_scene load_steps=2 format=3 uid="uid://stockpile_zone"]
[ext_resource type="Script" path="res://scenes/world/stockpile_zone.gd" id="1_stockpile"]
[node name="StockpileZone" type="Node2D"]
script = ExtResource("1_stockpile")
z_index = -1

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

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@ -0,0 +1 @@
uid://f7rilcintvg2

View file

@ -1,11 +1,8 @@
extends Node2D extends Node2D
## Phase 2 world view. 80×80 TileMap with 6 layers, 3 sample pawns, pathfinder, ## Phase 4 world view. 80×80 TileMap, 6 layers, 3 pawns, full AI pipeline:
## click-to-select / click-to-move selection. ## RestProvider → ChopProvider → MineProvider → HaulingProvider → idle
## ## plus sample trees, rocks, and two stockpile zones with different priorities
## Real ElvGames art lands in Phase 5+ (wood walls custom-authored on ## for the haul-cascade demo.
## FG_Houses, stone walls autotiled from FG_Fortress per the 2026-05-10
## audit lock). The procedural placeholder tileset is enough to prove the
## TileMap pipeline + pawn movement + camera + pathfinding end-to-end.
## ##
## TileMap layer indices follow docs/architecture.md: ## TileMap layer indices follow docs/architecture.md:
## 0 Terrain · 1 Floor · 2 Wall · 3 Designation · 4 Roof · 5 Fog ## 0 Terrain · 1 Floor · 2 Wall · 3 Designation · 4 Roof · 5 Fog
@ -13,8 +10,6 @@ extends Node2D
const MAP_SIZE_TILES: Vector2i = Vector2i(80, 80) const MAP_SIZE_TILES: Vector2i = Vector2i(80, 80)
const TILE_SIZE_PX: int = 16 const TILE_SIZE_PX: int = 16
# Atlas coords inside the placeholder tileset (one source, source_id = 0).
# Real assets in Phase 5 will use multiple atlas sources.
const TILE_GRASS: Vector2i = Vector2i(0, 0) const TILE_GRASS: Vector2i = Vector2i(0, 0)
const TILE_DIRT: Vector2i = Vector2i(1, 0) const TILE_DIRT: Vector2i = Vector2i(1, 0)
const TILE_STONE: Vector2i = Vector2i(2, 0) const TILE_STONE: Vector2i = Vector2i(2, 0)
@ -23,6 +18,9 @@ const TILE_STONE_DARK: Vector2i = Vector2i(3, 0)
const PLACEHOLDER_SOURCE_ID: int = 0 const PLACEHOLDER_SOURCE_ID: int = 0
const PAWN_SCENE: PackedScene = preload("res://scenes/pawn/pawn.tscn") const PAWN_SCENE: PackedScene = preload("res://scenes/pawn/pawn.tscn")
const TREE_SCENE: PackedScene = preload("res://scenes/entities/tree.tscn")
const ROCK_SCENE: PackedScene = preload("res://scenes/entities/rock.tscn")
const STOCKPILE_SCENE: PackedScene = preload("res://scenes/world/stockpile_zone.tscn")
# 3 starting pawns — Phase 2 demo. Phase 7+ replaces this with map-gen + name table. # 3 starting pawns — Phase 2 demo. Phase 7+ replaces this with map-gen + name table.
const SAMPLE_PAWNS: Array[Dictionary] = [ const SAMPLE_PAWNS: Array[Dictionary] = [
@ -31,6 +29,18 @@ const SAMPLE_PAWNS: Array[Dictionary] = [
{"name": "Edda", "tile": Vector2i(30, 40)}, {"name": "Edda", "tile": Vector2i(30, 40)},
] ]
# Phase 4 — sample harvestables. Trees clustered east, rocks south-east.
const SAMPLE_TREES: Array[Vector2i] = [
Vector2i(58, 30), Vector2i(60, 31), Vector2i(62, 30),
Vector2i(61, 33), Vector2i(63, 34), Vector2i(59, 35),
]
const SAMPLE_ROCKS: Array[Vector2i] = [
Vector2i(60, 60), Vector2i(62, 60), Vector2i(63, 62), Vector2i(58, 62),
]
# HaulingProvider re-flow cadence — every 5 sim seconds at 1× (100 ticks).
const HAUL_SWEEP_INTERVAL_TICKS: int = 100
@onready var terrain_layer: TileMapLayer = $Terrain @onready var terrain_layer: TileMapLayer = $Terrain
@onready var floor_layer: TileMapLayer = $Floor @onready var floor_layer: TileMapLayer = $Floor
@onready var wall_layer: TileMapLayer = $Wall @onready var wall_layer: TileMapLayer = $Wall
@ -40,10 +50,13 @@ const SAMPLE_PAWNS: Array[Dictionary] = [
@onready var pathfinder: Pathfinder = $Pathfinder @onready var pathfinder: Pathfinder = $Pathfinder
@onready var selection: Selection = $Selection @onready var selection: Selection = $Selection
@onready var rest_provider: RestProvider = $RestProvider @onready var rest_provider: RestProvider = $RestProvider
@onready var chop_provider: ChopProvider = $ChopProvider
@onready var mine_provider: MineProvider = $MineProvider
@onready var hauling_provider: HaulingProvider = $HaulingProvider
func _ready() -> void: func _ready() -> void:
Audit.log("world", "Phase 3 — building %d×%d world + pawns + AI." % [MAP_SIZE_TILES.x, MAP_SIZE_TILES.y]) Audit.log("world", "Phase 4 — building %d×%d world + harvestables + AI." % [MAP_SIZE_TILES.x, MAP_SIZE_TILES.y])
var tileset := _build_placeholder_tileset() var tileset := _build_placeholder_tileset()
for layer in [terrain_layer, floor_layer, wall_layer, designation_layer, roof_layer, fog_layer]: for layer in [terrain_layer, floor_layer, wall_layer, designation_layer, roof_layer, fog_layer]:
layer.tile_set = tileset layer.tile_set = tileset
@ -54,12 +67,24 @@ func _ready() -> void:
pathfinder.setup(MAP_SIZE_TILES) pathfinder.setup(MAP_SIZE_TILES)
_wire_walls_to_pathfinder() _wire_walls_to_pathfinder()
selection.bind(pathfinder) selection.bind(pathfinder)
World.pathfinder = pathfinder # expose to entities (Tree.fell() walkability checks, etc.)
# Register all 4 providers — Decision iterates by .priority desc.
# chop=5 > mine=4 > haul=3 > rest=0.
World.register_work_provider(chop_provider)
World.register_work_provider(mine_provider)
World.register_work_provider(hauling_provider)
World.register_work_provider(rest_provider) World.register_work_provider(rest_provider)
_spawn_sample_pawns() _spawn_sample_pawns()
_spawn_sample_harvestables()
_spawn_sample_stockpiles()
_run_pathfinder_spike() _run_pathfinder_spike()
# Phase 4: every 5 in-game seconds (100 ticks), re-evaluate items in
# stockpiles in case a higher-priority destination opened up.
EventBus.sim_tick.connect(_on_sim_tick_world_sweep)
func world_bounds_px() -> Rect2: func world_bounds_px() -> Rect2:
return Rect2(Vector2.ZERO, Vector2(MAP_SIZE_TILES * TILE_SIZE_PX)) return Rect2(Vector2.ZERO, Vector2(MAP_SIZE_TILES * TILE_SIZE_PX))
@ -68,9 +93,8 @@ func world_bounds_px() -> Rect2:
# ── tileset & map painting ────────────────────────────────────────────────── # ── tileset & map painting ──────────────────────────────────────────────────
func _build_placeholder_tileset() -> TileSet: func _build_placeholder_tileset() -> TileSet:
# Four 16×16 placeholder tiles laid out as a 4×1 atlas. No PNG dependency # Four 16×16 placeholder tiles laid out as a 4×1 atlas. Real ElvGames
# — atlas built at runtime from a programmatic Image. Real ElvGames art # art replaces this in Phase 5 (wood walls + stone walls).
# replaces this when wood/stone wall variants are imported in Phase 5.
var ts := TileSet.new() var ts := TileSet.new()
ts.tile_size = Vector2i(TILE_SIZE_PX, TILE_SIZE_PX) ts.tile_size = Vector2i(TILE_SIZE_PX, TILE_SIZE_PX)
@ -110,8 +134,6 @@ func _paint_terrain() -> void:
func _paint_sample_walls() -> void: func _paint_sample_walls() -> void:
# An 8×8 stone ring near the map centre as a visual landmark + pathfinding
# obstacle so the demo proves pawns route around walls.
var origin := Vector2i(36, 36) var origin := Vector2i(36, 36)
var size: int = 8 var size: int = 8
for i in size: for i in size:
@ -124,7 +146,6 @@ func _paint_sample_walls() -> void:
# ── pathfinder + pawns ────────────────────────────────────────────────────── # ── pathfinder + pawns ──────────────────────────────────────────────────────
func _wire_walls_to_pathfinder() -> void: func _wire_walls_to_pathfinder() -> void:
# Wall cells block pathing. Re-runs on Phase 5 build/destroy events later.
var wall_cells := wall_layer.get_used_cells() var wall_cells := wall_layer.get_used_cells()
for cell in wall_cells: for cell in wall_cells:
pathfinder.set_cell_walkable(cell, false) pathfinder.set_cell_walkable(cell, false)
@ -147,12 +168,59 @@ func _spawn_sample_pawns() -> void:
World.register_pawn(p) World.register_pawn(p)
# ── Phase 4: harvestables + stockpile zones ─────────────────────────────────
func _spawn_sample_harvestables() -> void:
# Untyped vars — Godot's class-name cache for class_name'd classes is
# scan-time and intermittently lags behind file changes. Duck typing is
# safer here and the calls below are all spec'd on the entity types.
for t_tile in SAMPLE_TREES:
var tree = TREE_SCENE.instantiate()
add_child(tree)
tree.setup(t_tile)
for r_tile in SAMPLE_ROCKS:
var rock = ROCK_SCENE.instantiate()
add_child(rock)
rock.setup(r_tile)
Audit.log("world", "spawned %d trees + %d rocks" % [SAMPLE_TREES.size(), SAMPLE_ROCKS.size()])
func _spawn_sample_stockpiles() -> void:
# Two zones for the Phase 4 acceptance demo:
# - Zone A (north): wood-only filter, NORMAL priority (just a wood drop)
# - Zone B (south): wildcard, HIGH priority (the "watch wood flow upward" target)
# When the sweep runs, wood items in Zone A get re-marked for haul and
# eventually migrate to Zone B.
var zone_a: StockpileZone = STOCKPILE_SCENE.instantiate()
add_child(zone_a)
zone_a.region = Rect2i(15, 55, 4, 4)
zone_a.label = "Wood (Normal)"
zone_a.priority = StorageDestination.Priority.NORMAL
zone_a.accepted_types = [Item.TYPE_WOOD] as Array[StringName]
zone_a.queue_redraw()
var zone_b: StockpileZone = STOCKPILE_SCENE.instantiate()
add_child(zone_b)
zone_b.region = Rect2i(15, 62, 4, 4)
zone_b.label = "Anything (High)"
zone_b.priority = StorageDestination.Priority.HIGH
zone_b.accepted_types = [] as Array[StringName] # wildcard
zone_b.queue_redraw()
Audit.log("world", "spawned 2 stockpiles: %s + %s" % [zone_a.label, zone_b.label])
# ── periodic re-flow (the "wood floats up" cascade) ─────────────────────────
func _on_sim_tick_world_sweep(tick_n: int) -> void:
if tick_n % HAUL_SWEEP_INTERVAL_TICKS != 0:
return
hauling_provider.sweep_for_better_destinations()
# ── spike: AStarGrid2D query timing at 80² ────────────────────────────────── # ── spike: AStarGrid2D query timing at 80² ──────────────────────────────────
func _run_pathfinder_spike() -> void: func _run_pathfinder_spike() -> void:
# Phase 2 acceptance spike (~30 min): "AStarGrid2D path-query timing at 80²
# with 6 pawns simultaneously requesting paths. Confirm sub-millisecond."
# We benchmark all 4-corner pairs × 3 iterations = 36 path queries.
var corners := [ var corners := [
Vector2i(2, 2), Vector2i(2, 2),
Vector2i(MAP_SIZE_TILES.x - 3, 2), Vector2i(MAP_SIZE_TILES.x - 3, 2),

View file

@ -1,10 +1,13 @@
[gd_scene load_steps=6 format=3 uid="uid://rimlike_world"] [gd_scene load_steps=9 format=3 uid="uid://rimlike_world"]
[ext_resource type="Script" path="res://scenes/world/world.gd" id="1_world"] [ext_resource type="Script" path="res://scenes/world/world.gd" id="1_world"]
[ext_resource type="PackedScene" uid="uid://rimlike_camera_rig" path="res://scenes/world/camera_rig.tscn" id="2_camera"] [ext_resource type="PackedScene" uid="uid://rimlike_camera_rig" path="res://scenes/world/camera_rig.tscn" id="2_camera"]
[ext_resource type="Script" path="res://scenes/world/pathfinder.gd" id="3_pathfinder"] [ext_resource type="Script" path="res://scenes/world/pathfinder.gd" id="3_pathfinder"]
[ext_resource type="Script" path="res://scenes/world/selection.gd" id="4_selection"] [ext_resource type="Script" path="res://scenes/world/selection.gd" id="4_selection"]
[ext_resource type="Script" path="res://scenes/ai/rest_provider.gd" id="5_rest_provider"] [ext_resource type="Script" path="res://scenes/ai/rest_provider.gd" id="5_rest_provider"]
[ext_resource type="Script" path="res://scenes/ai/chop_provider.gd" id="6_chop_provider"]
[ext_resource type="Script" path="res://scenes/ai/mine_provider.gd" id="7_mine_provider"]
[ext_resource type="Script" path="res://scenes/ai/hauling_provider.gd" id="8_hauling_provider"]
[node name="World" type="Node2D"] [node name="World" type="Node2D"]
script = ExtResource("1_world") script = ExtResource("1_world")
@ -39,5 +42,14 @@ script = ExtResource("4_selection")
script = ExtResource("5_rest_provider") script = ExtResource("5_rest_provider")
rest_tile = Vector2i(50, 50) rest_tile = Vector2i(50, 50)
[node name="ChopProvider" type="Node" parent="."]
script = ExtResource("6_chop_provider")
[node name="MineProvider" type="Node" parent="."]
script = ExtResource("7_mine_provider")
[node name="HaulingProvider" type="Node" parent="."]
script = ExtResource("8_hauling_provider")
[node name="CameraRig" parent="." instance=ExtResource("2_camera")] [node name="CameraRig" parent="." instance=ExtResource("2_camera")]
position = Vector2(640, 640) position = Vector2(640, 640)