sprint cleanup: corpse_cremated signal, recipe_count, save_system

D: Workbench._last_consumed_ingredient transient field captures the
carried item before queue_free so cremation_pyre.on_craft_complete can
emit corpse_cremated with the real ref. Falls back to proximity scan.
Pawn._on_corpse_cremated null-guarded.

E: removed redundant r.ingredient_count = 0 from recipe_catalog. Field
kept on Recipe for save round-trip compat; nothing reads it functionally.

F: save_system._spawn_workbench simplified from 15 lines to 6 — let
from_dict do all field restoration. Fixed workbench.from_dict to call
_complete() instead of bare _completed=true, which was skipping light
enable + beauty register + designation clear.

Stale ingredient1/2 buffering comment in job_runner._tick_craft fixed.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
megaproxy 2026-05-16 18:23:22 +01:00
parent 2afca16299
commit cc6d60d044
6 changed files with 29 additions and 18 deletions

View file

@ -493,18 +493,10 @@ func _spawn_door(world_scene: Node, d: Dictionary) -> void:
func _spawn_workbench(world_scene: Node, d: Dictionary) -> void:
var ent = _WORKBENCH_SCENE.instantiate()
world_scene.add_child(ent)
ent.setup(Vector2i(int(d.get("tile_x", 0)), int(d.get("tile_y", 0))))
if d.has("label_text"):
ent.label_text = str(d["label_text"])
if d.has("accepted_skill"):
ent.accepted_skill = StringName(d["accepted_skill"])
ent.build_progress = int(d.get("build_progress", 0))
if bool(d.get("completed", false)):
ent.build_progress = ent.BUILD_TICKS
ent.on_build_tick()
# from_dict restores bills + any other Workbench-specific state.
if ent.has_method("from_dict"):
ent.from_dict(d)
# from_dict restores all fields (label_text, accepted_skill, build_progress,
# bills, deposited_inputs) and calls _complete() + setup() internally.
# No manual field assignment needed here.
ent.from_dict(d)
func _spawn_crop(world_scene: Node, d: Dictionary) -> void:

View file

@ -524,10 +524,14 @@ func _tick_craft(t) -> void:
# Consume ingredients.
# Single-ingredient: pawn.carried_item holds the only input — free it.
# Two-ingredient: pawn.carried_item is ingredient2; ingredient1 was buffered
# Two-ingredient: pawn.carried_item is ingredient (primary); ingredient2 was buffered
# in wb.deposited_inputs by _tick_deposit_at_wb — remove it from the buffer.
# No-ingredient: carried_item is null; nothing to consume.
var ingredient = pawn.carried_item
# Expose the consumed ingredient to on_craft_complete() via a transient field
# so overrides (e.g. CremationPyre) can retrieve it by reference instead of
# relying on a proximity scan. Cleared below after on_craft_complete returns.
wb._last_consumed_ingredient = ingredient
pawn.carried_item = null
if ingredient != null and is_instance_valid(ingredient):
ingredient.queue_free()
@ -551,6 +555,8 @@ func _tick_craft(t) -> void:
# Record completion on the bill and reset workbench state.
wb.on_craft_complete()
# Clear transient ingredient ref now that on_craft_complete overrides have run.
wb._last_consumed_ingredient = null
Audit.log(
"job_runner",

View file

@ -118,7 +118,6 @@ static func quarry_stone() -> Recipe:
r.id = &"quarry_stone"
r.label = "Quarry stone"
r.ingredient_type = &"" # no input
r.ingredient_count = 0
r.output_type = Item.TYPE_STONE
r.work_ticks = 300
r.required_skill = &"manual_labor"

View file

@ -64,8 +64,12 @@ func on_craft_complete() -> void:
# Base Workbench cleanup (clears current_bill, resets work progress).
super.on_craft_complete()
# Find and consume the corpse that was hauled as ingredient.
var consumed_corpse = _find_consumed_corpse()
# Find the corpse that was hauled as ingredient. Prefer the transient
# reference set by JobRunner (reliable regardless of corpse tile position);
# fall back to proximity scan only if the field is somehow unset.
var consumed_corpse = _last_consumed_ingredient if _last_consumed_ingredient != null \
and is_instance_valid(_last_consumed_ingredient) \
else _find_consumed_corpse()
# Drop 1 ash item on an adjacent walkable tile (same pattern as
# Tree.fell() / Workbench output drops elsewhere in Phase 6).

View file

@ -131,6 +131,12 @@ var _light: PointLight2D = null
## completes or is interrupted. Not stocked by single-ingredient recipes.
var deposited_inputs: Dictionary = {}
## Transient: set by JobRunner._tick_craft to the carried ingredient node
## immediately before queue_free() so on_craft_complete() overrides (e.g.
## CremationPyre) can retrieve the consumed entity by reference rather than
## by proximity scan. Cleared by the caller after on_craft_complete returns.
var _last_consumed_ingredient = null
# ── lifecycle ─────────────────────────────────────────────────────────────────
@ -352,7 +358,11 @@ func from_dict(d: Dictionary) -> void:
label_text = str(d.get("label_text", "Workbench"))
accepted_skill = StringName(d.get("accepted_skill", "crafting"))
build_progress = int(d.get("build_progress", 0))
_completed = bool(d.get("completed", false))
# Use _complete() when already finished so side effects (light, beauty,
# designation clear) fire correctly on load — matching what on_build_tick()
# does during normal construction.
if bool(d.get("completed", false)):
_complete()
current_work_progress = int(d.get("current_work_progress", 0))
# Reconstruct bills from the saved array. Clear first so this is idempotent.
bills.clear()

View file

@ -693,7 +693,7 @@ func _on_corpse_buried(corpse, marker) -> void:
## Phase 14 — fires when EventBus.corpse_cremated is emitted (CremationPyre).
## Gives the cremated_friend thought if this pawn was nearby (8 tiles).
func _on_corpse_cremated(corpse, pyre) -> void:
if pyre == null:
if corpse == null or pyre == null:
return
var pyre_tile: Vector2i = pyre.tile if pyre.get("tile") != null else Vector2i(-999, -999)
var dist: int = abs(pyre_tile.x - tile.x) + abs(pyre_tile.y - tile.y)