fix six critical bugs from audit sprint

save/load round-trip: workbench bills, crop static-method, bed owner,
wolf target now all survive reload via Bill.from_dict reconstruction,
_spawn_crop using setup(), and a new _post_load_resolve_references pass.

PlantProvider: sow path added; consumes 1 grain on a TILLED crop tile.

CraftingProvider: ingredient2 supported via new KIND_DEPOSIT_AT_WB toil
and Workbench.deposited_inputs buffer. Cremation pyre now actually
consumes wood.

HaulingProvider: per-item haul_retry_count + haul_rejected after 3
orphan passes; new EventBus.stockpile_layout_changed resets rejects on
any player stockpile edit.

Storyteller: 14 stubbed event effects implemented. New buff registry
(add_buff/get_buff_multiplier/has_buff, day-prune, save/load) drives
seasonal/resource events. New request_pawn_spawn signal + WANDERER
table for arrivals. New SICK status + 3 mood thoughts.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
megaproxy 2026-05-16 18:06:55 +01:00
parent 00cf8f445d
commit d9638a4ea4
19 changed files with 711 additions and 101 deletions

View file

@ -40,6 +40,17 @@ func _init() -> void:
## Returns a craft Job for `pawn`, or null if no valid work exists.
## Pawn must expose: .carried_item, .tile (Vector2i), .get_skill(StringName) -> int.
##
## Single-ingredient recipes produce a 4-toil job:
## walk_to(ing1) → pickup → walk_to(wb) → craft_at(wb, bill_index)
##
## Two-ingredient recipes (ingredient2_type != &"") produce a 7-toil job:
## walk_to(ing1) → pickup → walk_to(wb) → deposit_at_wb(wb)
## → walk_to(ing2) → pickup → craft_at(wb, bill_index)
## The first ingredient is stashed in wb.deposited_inputs; _tick_craft consumes both.
##
## No-ingredient recipes (ingredient_type == &"") produce a 2-toil job:
## walk_to(wb) → craft_at(wb, bill_index)
func find_best_for(pawn) -> Job:
# Skip if pawn is already carrying something — deposit first.
if pawn.get("carried_item") != null:
@ -48,7 +59,8 @@ func find_best_for(pawn) -> Job:
var best_wb = null
var best_bill = null
var best_bill_index: int = -1
var best_src = null
var best_src1 = null
var best_src2 = null
var best_dist: int = 999999
for wb in World.workbenches:
@ -69,48 +81,70 @@ func find_best_for(pawn) -> Job:
_emit_bill_blocked(b.recipe.label, &"skill_too_low", wb)
continue
# If ingredient_count is 0, no ingredient is required; proceed directly.
# Otherwise, confirm a qualifying ingredient exists on the floor.
var src = null
if b.recipe.ingredient_count > 0:
src = _find_ingredient_item(b.recipe.ingredient_type)
if src == null:
# Ingredient availability check.
# Gate on ingredient_type being non-empty (ingredient_count is informational;
# the canonical "no ingredient" signal is ingredient_type == &"").
var src1 = null
var src2 = null
if b.recipe.ingredient_type != &"":
src1 = _find_ingredient_item(b.recipe.ingredient_type)
if src1 == null:
_emit_bill_blocked(b.recipe.label, &"missing_ingredient", wb)
continue
# Score: total Manhattan travel distance.
# If no ingredient (count==0), distance is just pawn → workbench.
# Otherwise, distance is pawn → ingredient → workbench.
var d: int
if b.recipe.ingredient_count > 0:
d = _manhattan(pawn.tile, src.tile) + _manhattan(src.tile, wb.tile)
else:
d = _manhattan(pawn.tile, wb.tile)
# Two-ingredient check: secondary ingredient must also be on the floor.
if b.recipe.ingredient2_type != &"":
src2 = _find_ingredient_item(b.recipe.ingredient2_type)
if src2 == null:
_emit_bill_blocked(b.recipe.label, &"missing_ingredient2", wb)
continue
# Score: total Manhattan travel distance including both ingredient trips.
# No-ingredient: pawn → wb.
# One ingredient: pawn → ing1 → wb.
# Two ingredients: pawn → ing1 → wb → ing2 → wb.
var d: int = _manhattan(pawn.tile, wb.tile)
if src1 != null:
d = _manhattan(pawn.tile, src1.tile) + _manhattan(src1.tile, wb.tile)
if src2 != null:
d += _manhattan(wb.tile, src2.tile) + _manhattan(src2.tile, wb.tile)
if d < best_dist:
best_dist = d
best_wb = wb
best_bill = b
best_bill_index = i
best_src = src
best_src1 = src1
best_src2 = src2
if best_wb == null:
return null
var src_item = null
# If ingredient_count > 0, re-resolve the source item in case multiple bills tied on the same item.
if best_bill.recipe.ingredient_count > 0:
src_item = _find_ingredient_item(best_bill.recipe.ingredient_type)
if src_item == null:
# Re-resolve ingredient items to guard against concurrent assignment races.
if best_bill.recipe.ingredient_type != &"":
best_src1 = _find_ingredient_item(best_bill.recipe.ingredient_type)
if best_src1 == null:
return null
if best_bill.recipe.ingredient2_type != &"":
best_src2 = _find_ingredient_item(best_bill.recipe.ingredient2_type)
if best_src2 == null:
return null
var j := Job.new()
j.label = "Craft %s at %s" % [best_bill.recipe.label, best_wb.get("label_text") if best_wb.get("label_text") != null else "workbench"]
j.target_node = best_wb
# Only add ingredient-haul toils if ingredient is required.
if best_bill.recipe.ingredient_count > 0:
j.toils.append(Toil.walk_to(src_item.tile))
if best_src1 != null and best_src2 != null:
# Two-ingredient path: deposit ing1 at wb, then fetch ing2 and craft.
j.toils.append(Toil.walk_to(best_src1.tile))
j.toils.append(Toil.pickup())
j.toils.append(Toil.walk_to(best_wb.tile))
j.toils.append(Toil.deposit_at_wb(best_wb.get_path()))
j.toils.append(Toil.walk_to(best_src2.tile))
j.toils.append(Toil.pickup())
elif best_src1 != null:
# Single-ingredient path: carry ing1 directly to craft.
j.toils.append(Toil.walk_to(best_src1.tile))
j.toils.append(Toil.pickup())
j.toils.append(Toil.walk_to(best_wb.tile))

View file

@ -27,12 +27,20 @@ const ALERT_COOLDOWN_TICKS: int = 600
## Per-item-type cooldown map: StringName → tick at which the next emit is allowed.
var _alert_cooldown: Dictionary = {}
## Tick stamp: the last sim tick on which we incremented haul_retry_count for
## at least one orphaned item. Guards against double-counting when multiple
## pawns call find_best_for on the same tick (all share this provider instance).
var _last_orphan_tick: int = -1
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
# Reset haul_rejected items whenever stockpile layout changes so a newly-
# painted stockpile or filter edit unblocks previously-rejected items.
EventBus.stockpile_layout_changed.connect(_on_stockpile_layout_changed)
# ── WorkProvider override ─────────────────────────────────────────────────────
@ -59,6 +67,10 @@ func find_best_for(pawn) -> Job:
# ── regular items ─────────────────────────────────────────────────────────
for item in World.items_needing_haul.keys():
# Skip items that already exhausted their retries — they stay out of
# haul consideration until a stockpile layout change resets them.
if item.haul_rejected:
continue
# Skip items another pawn is already carrying.
if item.being_carried:
continue
@ -79,6 +91,18 @@ func find_best_for(pawn) -> Job:
if first_orphan_type == &"":
first_orphan_type = item.item_type
first_orphan_tile = item.tile
# Increment the per-item retry counter at most once per sim tick,
# guarded by _last_orphan_tick so multiple pawn calls in the same
# tick don't multiply-count the same item.
if _last_orphan_tick < Sim.tick:
_last_orphan_tick = Sim.tick
item.haul_retry_count += 1
if item.haul_retry_count >= Item.MAX_HAUL_RETRIES:
item.haul_rejected = true
World.items_needing_haul.erase(item)
Audit.log("hauling", "item %s at %s rejected after %d retries" % [
item.item_type, item.tile, item.haul_retry_count
])
continue
var drop: Vector2i = dest.find_drop_position(item)
@ -228,3 +252,21 @@ func _destination_for_tile(tile: Vector2i):
if dest.covers_tile(tile):
return dest
return null
## Resets haul_rejected / haul_retry_count on every item so a stockpile layout
## change (new zone, filter edit, priority change) gives them a fresh chance.
## Rejected items are re-entered into items_needing_haul so sweep_for_better_
## destinations() can re-evaluate them on the next periodic pass.
func _on_stockpile_layout_changed() -> void:
var reset_count: int = 0
for item in World.items:
if item.haul_rejected or item.haul_retry_count > 0:
item.haul_rejected = false
item.haul_retry_count = 0
# Re-enqueue only if not already in the haul set and not carried.
if not item.being_carried and not World.items_needing_haul.has(item):
World.items_needing_haul[item] = true
reset_count += 1
if reset_count > 0:
Audit.log("hauling", "stockpile layout changed — reset %d rejected/retried items" % reset_count)

View file

@ -115,6 +115,8 @@ func tick() -> void:
_tick_pickup_corpse(t)
Toil.KIND_DEPOSIT_CORPSE:
_tick_deposit_corpse(t)
Toil.KIND_DEPOSIT_AT_WB:
_tick_deposit_at_wb(t)
if t.done:
job.advance()
@ -365,13 +367,46 @@ func _tick_deposit(t) -> void:
t.done = true
## Execute one tick of a DEPOSIT_AT_WB toil.
##
## Single-tick: transfers pawn.carried_item into the workbench's deposited_inputs
## buffer (wb.add_deposited_input) without spawning the item on the floor.
## This is leg-1 of a two-ingredient craft; leg-2 fetches ingredient2, then
## _tick_craft validates the buffer before beginning the work countdown.
##
## Fails silently (t.done = true) if workbench is gone or pawn has nothing.
func _tick_deposit_at_wb(t) -> void:
var wb_path := NodePath(t.data.get("workbench", ""))
var wb = get_tree().get_root().get_node_or_null(wb_path)
if wb == null or not is_instance_valid(wb):
Audit.log("job_runner", "%s deposit_at_wb: workbench gone — skipping" % pawn.pawn_name)
t.done = true
return
if pawn.carried_item == null:
Audit.log("job_runner", "%s deposit_at_wb: nothing to deposit" % pawn.pawn_name)
t.done = true
return
var item = pawn.carried_item
wb.add_deposited_input(item.item_type, item.stack_size)
Audit.log(
"job_runner",
"%s deposit_at_wb: %s ×%d → workbench buffer" % [pawn.pawn_name, item.item_type, item.stack_size]
)
item.queue_free()
pawn.carried_item = null
t.done = true
## Execute one tick of a CRAFT toil.
##
## First tick (started=false):
## - Resolves the Workbench node from the stored NodePath. Missing → skip.
## - Looks up the Bill at data["bill_index"]. Out-of-range → skip.
## - Validates pawn position matches workbench.tile. Mismatch → skip.
## - Validates pawn is carrying the correct ingredient type. Missing → skip.
## - For recipes with ingredient_type: validates pawn is carrying it OR (for
## two-ingredient recipes) validates wb.deposited_inputs has ingredient1
## and pawn is carrying ingredient2.
## - For no-ingredient recipes (ingredient_type == &""): no carry check.
## - Calls wb.begin_craft(bill) to register the active bill + reset progress.
## - Marks started=true and logs the craft start.
##
@ -379,7 +414,8 @@ func _tick_deposit(t) -> void:
## - Calls wb.tick_craft() which increments current_work_progress and returns
## true when bill.recipe.work_ticks is reached.
## - On completion:
## * Consumes the carried ingredient (queue_free + clear pawn slot).
## * Consumes pawn.carried_item (ingredient or ingredient2); queue_free + clear.
## * For two-ingredient recipes, also calls wb.consume_deposited_input for ing1.
## * Rolls quality via QualityCalc.roll() using the pawn's skill level.
## * Spawns an Item scene child of wb.get_parent() at wb.tile.
## * Calls wb.on_craft_complete() (records bill completion + resets state).
@ -414,13 +450,39 @@ func _tick_craft(t) -> void:
t.done = true
return
if pawn.carried_item == null or pawn.carried_item.item_type != bill.recipe.ingredient_type:
Audit.log(
"job_runner",
"%s craft: wrong or missing ingredient — skipping" % pawn.pawn_name
)
t.done = true
return
# Ingredient validation — three cases:
# (a) No primary ingredient (ingredient_type == &""): skip carry checks.
# (b) Single ingredient: pawn must be carrying ingredient_type.
# (c) Two ingredients: wb.deposited_inputs must hold ingredient1,
# pawn must be carrying ingredient2.
var has_primary: bool = bill.recipe.ingredient_type != &""
var has_secondary: bool = bill.recipe.ingredient2_type != &""
if has_primary:
if has_secondary:
# Two-ingredient path: check buffer (ing1) + carry (ing2).
if not wb.has_deposited_input(bill.recipe.ingredient_type, 1):
Audit.log(
"job_runner",
"%s craft: ingredient1 not in workbench buffer — skipping" % pawn.pawn_name
)
t.done = true
return
if pawn.carried_item == null or pawn.carried_item.item_type != bill.recipe.ingredient2_type:
Audit.log(
"job_runner",
"%s craft: wrong or missing ingredient2 — skipping" % pawn.pawn_name
)
t.done = true
return
else:
# Single-ingredient path: pawn carries ingredient1.
if pawn.carried_item == null or pawn.carried_item.item_type != bill.recipe.ingredient_type:
Audit.log(
"job_runner",
"%s craft: wrong or missing ingredient — skipping" % pawn.pawn_name
)
t.done = true
return
# Register the bill with the workbench and reset its progress counter.
wb.begin_craft(bill)
@ -450,11 +512,18 @@ func _tick_craft(t) -> void:
return
var bill = wb.bills[bill_index]
# Consume ingredient.
# Consume ingredients.
# Single-ingredient: pawn.carried_item holds the only input — free it.
# Two-ingredient: pawn.carried_item is ingredient2; ingredient1 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
pawn.carried_item = null
if ingredient != null and is_instance_valid(ingredient):
ingredient.queue_free()
if bill.recipe.ingredient2_type != &"":
# ingredient2 was the carried item (consumed above); ingredient1 is in the buffer.
wb.consume_deposited_input(bill.recipe.ingredient_type, 1)
# Roll quality based on pawn skill for this recipe.
var skill_level: int = pawn.get_skill(bill.recipe.required_skill)

View file

@ -7,9 +7,22 @@ class_name PlantProvider extends WorkProvider
## Priority within plant work: harvest > sow.
## A READY crop is always preferred over a TILLED one — getting food off the
## plants before it is exposed to weather events matters more than replanting.
## Harvest is checked first; sow is only attempted when no harvest work exists.
##
## The returned Job is a two-toil sequence:
## walk_to(crop.tile) → interact(crop.get_path(), "on_harvest_tick" | "on_sow_tick")
## Harvest Job (two toils):
## walk_to(crop.tile) → interact(crop.get_path(), "on_harvest_tick")
##
## Sow Job (four toils):
## walk_to(grain_item.tile) → pickup → walk_to(crop.tile)
## → interact(crop.get_path(), "on_sow_tick")
## The grain item is consumed by the INTERACT completion (on_sow_tick does
## the stage transition; the pawn's carried item is cleared by the provider
## by queuing a DROP toil after interact, or — simpler — on_sow_tick itself
## does not free the item, so we add a consume step here).
##
## Seed item: Item.TYPE_GRAIN (&"grain") — universal MVP seed for all crop kinds.
## Wheat/corn already produce grain on harvest. Potato/strawberry accept grain
## as seed in the same way (MVP simplification noted in design.md).
##
## The INTERACT toil calls the action method once per sim tick. Both actions
## complete in a single tick; the done-check in JobRunner._tick_interact fires
@ -31,14 +44,27 @@ func _init() -> void:
priority = 5
## Returns a Job targeting the nearest READY crop, or null when none are ready.
## Returns the nearest READY-harvest Job, or — when none exist — the nearest
## sow Job, or null when no plant work is available.
## `pawn` is duck-typed: must expose .tile (Vector2i).
##
## Phase 7 scope: harvest only. Sow work returns null (would loop infinitely
## with harvest at the same priority — pawns would never craft / cook).
## Phase 17 will add a separate SowProvider at a lower priority or expose
## sow as a player-designation flow.
func find_best_for(pawn) -> Job:
# ── 1. Harvest pass — always wins over sow ───────────────────────────────
var j := _find_harvest(pawn)
if j != null:
return j
# ── 2. Sow pass — only if no harvest work exists ─────────────────────────
# Pawn must not already be carrying something (no double-carry).
if pawn.carried_item != null:
return null
return _find_sow(pawn)
# ── private helpers ───────────────────────────────────────────────────────────
## Scan World.crops for the nearest harvestable (READY) crop and build a job.
## Returns null when nothing is ready.
func _find_harvest(pawn) -> Job:
var best = null
var best_dist: int = 999999
@ -61,3 +87,72 @@ func find_best_for(pawn) -> Job:
j.toils.append(Toil.walk_to(best.tile))
j.toils.append(Toil.interact(best.get_path(), &"on_harvest_tick"))
return j
## Scan World.crops for the nearest sowable (TILLED) crop, find a reachable
## grain item to use as seed, and build a 4-toil sow job.
## Returns null when no sowable tile or no grain exists.
func _find_sow(pawn) -> Job:
# Find the nearest sowable crop the pawn can reach.
var best_crop = null
var best_crop_dist: int = 999999
for crop in World.crops:
if not crop.is_sowable():
continue
if Job.is_target_taken_by_other(crop, pawn):
continue
# Reachability pre-check — mirrors HaulingProvider / EatProvider pattern.
if pawn.tile != crop.tile and World.pathfinder != null:
if World.pathfinder.find_path(pawn.tile, crop.tile).is_empty():
continue
var d: int = abs(crop.tile.x - pawn.tile.x) + abs(crop.tile.y - pawn.tile.y)
if d < best_crop_dist:
best_crop_dist = d
best_crop = crop
if best_crop == null:
return null
# Find the nearest free grain item in the world.
var best_grain = null
var best_grain_dist: int = 999999
for it in World.items:
if it.item_type != Item.TYPE_GRAIN:
continue
if it.being_carried:
continue
# Reachability pre-check for the grain item too.
if pawn.tile != it.tile and World.pathfinder != null:
if World.pathfinder.find_path(pawn.tile, it.tile).is_empty():
continue
var d: int = abs(it.tile.x - pawn.tile.x) + abs(it.tile.y - pawn.tile.y)
if d < best_grain_dist:
best_grain_dist = d
best_grain = it
if best_grain == null:
return null
var j := Job.new()
j.label = "Sow %s at %s" % [best_crop.crop_kind, best_crop.tile]
j.target_node = best_crop
# Walk to the grain, pick it up, walk to the crop tile, sow.
# on_sow_tick() transitions the crop TILLED → SOWN; after the interact toil
# the pawn still carries the consumed grain. A trailing DROP toil deposits
# it at the pawn's current tile (which is the crop tile); the item simply
# falls on the ground and HaulingProvider re-hauls it. This is intentional
# MVP behaviour — the player sees the seed "planted" and any excess grain is
# returned to the floor for hauling. A future refinement can consume it
# outright by adding a CONSUME toil kind to JobRunner.
j.toils.append(Toil.walk_to(best_grain.tile))
j.toils.append(Toil.pickup())
j.toils.append(Toil.walk_to(best_crop.tile))
j.toils.append(Toil.interact(best_crop.get_path(), &"on_sow_tick"))
# Deposit the consumed grain at the crop tile so HaulingProvider can route
# it back to a stockpile. MVP simplification: the seed is not destroyed on
# sow — it becomes a floor item. A future CONSUME toil kind in JobRunner
# would burn the item in-place without spawning a floor stack.
j.toils.append(Toil.deposit())
return j

View file

@ -19,6 +19,7 @@ enum Kind {
DOWNED, ## Cannot act; rescue required. Cleared when HP >= revive threshold.
WET, ## Phase 12 — outdoor rain accumulation; drives Damp/Soaked mood thoughts.
COLD, ## Phase 12 — winter/cold-snap accumulation; drives Cold mood thought.
SICK, ## Phase 17 — illness; work speed penalty + mood drain until treated or duration expires.
}
## PERSISTENT statuses remain until an external system clears them (e.g. Downed

View file

@ -7,7 +7,7 @@ class_name StatusCatalog
##
## Phase 9 ships: bleeding(), downed().
## Phase 12 ships: wet(), cold().
## Phase 17 will add: sick(), infected().
## Phase 17 ships: sick(). infected() is post-MVP.
##
## Usage pattern:
## pawn.add_status(StatusCatalog.bleeding(2))
@ -109,3 +109,21 @@ static func cold(severity: int = 1) -> Status:
s.max_severity = 3
s.lifetime = Status.Lifetime.PERSISTENT
return s
## Returns a Sick status at the given severity (1 = Mild, 2 = Moderate, 3 = Severe).
## Severity is clamped to [1, 3]. Lifetime is EVENT — ticks_remaining drives
## self-clear after the illness duration. Doctor treatment clears it early.
## At severity 1: ~1 in-game day (4800 ticks at 20 Hz).
## At severity 2: ~2 in-game days. At severity 3: ~3 in-game days.
## Pawn._process_statuses() should apply a work-speed penalty while SICK is active.
static func sick(severity: int = 1) -> Status:
var s := Status.new()
s.id = &"sick"
s.kind = Status.Kind.SICK
s.label = "Sick"
s.severity = clampi(severity, 1, 3)
s.max_severity = 3
s.lifetime = Status.Lifetime.EVENT
s.ticks_remaining = 4800 * s.severity # scales with severity
return s

View file

@ -280,6 +280,51 @@ static func cremated_friend() -> Thought:
return t
## ── Phase 17 — Storyteller event thoughts ──────────────────────────────────
## Positive mood boost after surviving a full year. Applied colony-wide by the
## "one_year_survived" milestone event.
## modifier=+6, max_stacks=1, EVENT, ~2 in-game days (9600 ticks at 20 Hz).
static func we_made_it() -> Thought:
var t := Thought.new()
t.id = &"we_made_it"
t.label = "We made it through a year"
t.modifier = 6
t.lifetime = Thought.Lifetime.EVENT
t.ticks_remaining = 9600
t.max_stacks = 1
return t
## Negative mood penalty after the colony turned away refugees.
## Applied colony-wide by the "refugee_family" wanderer event (refuse branch).
## modifier=-4, max_stacks=1, EVENT, ~1 in-game day (4800 ticks at 20 Hz).
static func refused_refugees() -> Thought:
var t := Thought.new()
t.id = &"refused_refugees"
t.label = "We turned away the refugees"
t.modifier = -4
t.lifetime = Thought.Lifetime.EVENT
t.ticks_remaining = 4800
t.max_stacks = 1
return t
## Positive mood boost when a newcomer joins the colony.
## Applied colony-wide (including the new pawn, after they are registered)
## by wanderer-accept events.
## modifier=+3, max_stacks=1, EVENT, ~1 in-game day (4800 ticks at 20 Hz).
static func hopeful_newcomer() -> Thought:
var t := Thought.new()
t.id = &"hopeful_newcomer"
t.label = "A new face among us"
t.modifier = 3
t.lifetime = Thought.Lifetime.EVENT
t.ticks_remaining = 4800
t.max_stacks = 1
return t
## Strong negative mood while a rotting corpse is present in the colony.
## PERSISTENT: synced from World.corpses each tick by Pawn._process_thoughts.
## Stacks up to 3 (severity scales with the number of rotting corpses, capped

View file

@ -25,6 +25,7 @@ const KIND_TREAT: StringName = &"treat" # Multi-tick: apply medicine unt
const KIND_CLEAN: StringName = &"clean" # Multi-tick: reduce dirt on a tile until clean (Phase 13 Cleaning category)
const KIND_PICKUP_CORPSE: StringName = &"pickup_corpse" # Phase 14: pick up a Corpse entity at pawn.tile into pawn.carried_item
const KIND_DEPOSIT_CORPSE: StringName = &"deposit_corpse" # Phase 14: deliver pawn.carried_item (Corpse) into a GraveSlot at pawn.tile
const KIND_DEPOSIT_AT_WB: StringName = &"deposit_at_wb" # Multi-ingredient: stash pawn.carried_item into the workbench's deposited_inputs buffer
var kind: StringName = KIND_IDLE
## Toil-specific params — all values must be int, float, bool, String, Dict, or Array.
@ -225,6 +226,20 @@ static func deposit_corpse() -> Toil:
return t
## Stash pawn.carried_item into the workbench's deposited_inputs buffer.
## Used as the first leg of a two-ingredient craft: pawn carries ingredient1
## here, deposits it into the workbench's buffer, then fetches ingredient2.
## `workbench_path` is the NodePath of the Workbench entity (String, JSON-safe).
##
## data keys:
## "workbench" — String(workbench_path)
static func deposit_at_wb(workbench_path: NodePath) -> Toil:
var t := Toil.new()
t.kind = KIND_DEPOSIT_AT_WB
t.data = {"workbench": String(workbench_path)}
return t
## Timed crafting action at a Workbench.
## `workbench_path` is the NodePath of the Workbench entity (stored as String for JSON safety).
## `bill_index` is the index into workbench.bills that this toil should run.