Phase 5 — Designation, BuildJob, Wall/Floor/Door, Crate; 3/4 perspective pivot

Three gdscript-refactor agents in parallel + Opus integration.

Architectural pivot (memory.md Decisions table updated):
- View: top-down grid for gameplay + 3/4-perspective rendering for vertical
  structures (Stardew/Going Medieval style). Walls/doors/crates are Y-sorted
  entity sprites, not TileMap cells.
- Wall TileMap layer (Layer 2) becomes data-only — used for room detection,
  roof BFS, save serialization. Visual rendering happens at entity level.
- Asset reality check baked into the decision: the entire asset library is
  RPG-style perspective art; pivoting the renderer is cheaper than authoring
  or commissioning top-down 47-tile autotile sets.

Designation paint (scenes/world/, Agent A — ~170 lines):
- class_name Designation extends Node, lives as DesignationCtl child of World
- TOOL_NONE / TOOL_BUILD_WALL / TOOL_BUILD_FLOOR
- _unhandled_input captures left-mouse press/drag/release
- Drag-paints ghost tiles on Layer 3 via paint_layer.set_cell
- Green/red modulate based on World.pathfinder.is_walkable + cell occupancy
- Emits EventBus.designation_added/cleared per cell
- Selection.designation_active guard prevents double-handling clicks

EventBus signals added:
- designation_added(cell: Vector2i, tool: StringName)
- designation_cleared(cell: Vector2i)

BuildJob + Wall/Floor/Door entities (scenes/ai/ + scenes/entities/, Agent B — ~530 lines):
- Toil.KIND_BUILD + Toil.build_at(target_path) factory
- JobRunner._tick_build: resolves NodePath target, calls on_build_tick() per
  sim tick, marks toil done when is_buildable() returns false
- ConstructionProvider (priority=6, highest): nearest is_buildable() site in
  World.build_queue → Job=[walk_to(site.tile), build_at(site.get_path())]
- Wall entity: BUILD_TICKS=100, 40% alpha ghost; _complete() calls
  pathfinder.set_cell_walkable(false) + World.mark_wall_tile + Audit.log
- Floor entity: BUILD_TICKS=30, ground-level (no y_sort), does NOT block
  pathfinding, calls mark_floor_tile on complete
- Door entity: BUILD_TICKS=80, bottom-anchored, walkable when built (no
  pathfinder block); registers with World.doors for Phase 7 open/close logic
- ALL wall/door scenes have y_sort_enabled=true on root; floors don't (always
  on ground plane)

Crate furniture (scenes/world/, Agent C — ~270 lines):
- class_name Crate extends StorageDestination (Phase 4's abstract base)
- CAPACITY=4 stacks; accepts() gates on _completed + _filter_accepts + room
- find_drop_position returns tile when room exists, (-1,-1) otherwise
- BUILD_TICKS=60; on_build_tick mirrors Wall's pattern
- _draw procedural brown crate body + slat lines + fill-level dots

World autoload extensions (Opus):
- build_queue: Array — Wall/Floor/Door/Crate ghost entities awaiting
  construction. ConstructionProvider iterates by .priority desc; Phase 6+
  prepends material-haul toils.
- doors: Array — completed doors for future open/close (Phase 7+)
- wall_layer / floor_layer / designation_layer refs exposed for entity code
- mark_wall_tile(tile, material) / mark_floor_tile(tile, material) —
  stamps data-only TileMap layer with material-encoded atlas coord
- stockpile_at_tile(tile) — finds StockpileZone OR Crate covering a tile;
  used by JobRunner._tick_deposit to route Crate deposits

JobRunner._tick_deposit refactor (Opus):
- After clearing the haul-dirty flag, looks up stockpile_at_tile(pawn.tile)
- If destination is a Crate (has_method('register_item')), calls
  dest.register_item(item) so the crate's _contents tracks the stack

World scene integration (Opus):
- y_sort_enabled=true on World root so all entity sprites sort correctly
- DesignationCtl, ConstructionProvider, Wall TileMap (data-only, visible=false)
- World._ready wires:
  * World.wall_layer / floor_layer / designation_layer
  * designation.bind(designation_layer, selection)
  * Register 5 work providers (construction=6 > chop=5 > mine=4 > haul=3 > rest=0)
  * EventBus.designation_added → _on_designation_added (spawns Wall/Floor entity)
- _seed_phase5_demo_buildings: pre-queues 14 wall designations forming a
  5×4 cabin outline at (45, 25) so pawns visibly construct walls without
  player-paint UI (deferred to Phase 17). Spawns 2 fully-built crates at
  (17-18, 60) for hauling routing.

Acceptance — MCP-verified end-to-end:
- 14 wall designations seeded at boot, 2 crates pre-built
- All 3 pawns picked construction (highest priority work) and walked to
  build sites (paths 37/32/27 from spawn). Walls built one by one.
- Wall layer post-construction has 42 cells: 28 (Phase 1 stone ring) +
  14 (Phase 5 cabin) — both rendering paths (placeholder TileMap from
  Phase 1, plus new entity sprites from Phase 5) coexist correctly.
- Pathfinder set_cell_walkable(false) fired on each wall completion.
- Pawns transitioned from construction to hauling once all walls done.
- Final visual: 5×4 stone-walled cabin with mortar lines, Y-sorted entity
  rendering, wood items scattered east of the cabin awaiting haul.

Phase 5 gotchas (logged):
- 'material' as a member var shadows CanvasItem.material (Node2D inherits
  it). Renamed to wall_material / floor_material via quick-edit agent.
  Save-format dict KEYS stay as 'material' for stability.
- Class-name registration cache lag bit again (Tree/Pawn pattern from
  earlier phases). Workflow stays: agent writes class_name file → MCP
  reload_project → godot --headless --editor --quit → headless validate.
- ConstructionProvider scans build_queue every tick including completed
  walls; is_buildable() filters them out but the queue keeps growing.
  Phase 16+ should add an unregister_build_site call from _complete or
  a periodic queue compaction.

Delegation report this phase:
- Agent A (Sonnet, gdscript-refactor): Designation paint mode + EventBus
  signals + Selection guard. ~180 lines.
- Agent B (Sonnet, gdscript-refactor): Toil.KIND_BUILD + JobRunner._tick_build
  + ConstructionProvider + Wall/Floor/Door entities + scenes. ~530 lines.
- Agent C (Sonnet, gdscript-refactor): Crate furniture extending
  StorageDestination. ~270 lines.
- quick-edit (Haiku): material → wall_material/floor_material rename. ~14
  occurrences across 2 files.
- Opus: World autoload extensions + JobRunner _tick_deposit refactor +
  World scene integration (DesignationCtl + ConstructionProvider + new
  scene preloads + _seed_phase5_demo_buildings) + MCP runtime verification
  + the material-shadow + class-cache-lag debugging.

Pivot decision worth flagging: the asset library audit revealed that no
pack we own ships top-down 47-tile autotile walls. After multiple
researcher-overpromise cycles, the pragmatic call was to pivot the
rendering model itself. Walls now render as bottom-anchored tall sprites
with Y-sort; the entire asset library becomes usable as-is. Phase 17
polish will swap procedural _draw() with AtlasTexture regions from
Pixel Crawler / FG_Houses / Ventilatore Castle_Building.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
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parent 91bceeebe8
commit f82807ff3d
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class_name Crate extends StorageDestination
## Furniture container entity: holds up to CAPACITY item stacks and can be
## filtered like a StockpileZone. Built via Build → Furniture → Crate.
##
## Lifecycle:
## - Ghost phase: placed but not yet built (build_progress < BUILD_TICKS).
## accepts() returns false; visual is 40% alpha.
## - Completed phase: _completed == true; accepts items up to CAPACITY.
##
## StorageDestination interface:
## accepts() — filter + capacity gate; false while ghost.
## find_drop_position()— returns crate's own tile when room exists,
## Vector2i(-1, -1) when full or ghost.
## covers_tile() — single-tile container; only the crate's own tile.
##
## BuildJob interface (mirrors Wall.on_build_tick pattern):
## is_buildable() — true while still a ghost.
## on_build_tick() — increments build_progress; completes at BUILD_TICKS.
## is_completed() — true once built.
##
## register_item() is called by JobRunner._tick_deposit (Opus integration
## follow-up) after the deposit physically lands on the crate tile.
##
## See docs/architecture.md "Container" and Phase 5 implementation plan.
## Maximum item stacks this crate can hold.
const CAPACITY: int = 4
## Number of sim ticks a pawn must spend building to complete the crate.
const BUILD_TICKS: int = 60
## Pixel size of one tile — must match World.TILE_SIZE_PX.
const TILE_SIZE_PX: int = 16
# ── visual constants ──────────────────────────────────────────────────────────
## Body dimensions in pixels (centred on the tile).
const _BODY_W: int = 12
const _BODY_H: int = 10
## Crate colours.
const _COLOR_BODY: Color = Color(0.45, 0.30, 0.15, 1.0)
const _COLOR_OUTLINE: Color = Color(0.25, 0.18, 0.08, 1.0)
const _COLOR_SLAT: Color = Color(0.30, 0.20, 0.10, 1.0)
const _COLOR_FILL_DOT: Color = Color(1.0, 1.0, 1.0, 0.9)
## Ghost alpha multiplier when not yet built.
const _GHOST_ALPHA: float = 0.40
# ── exports ───────────────────────────────────────────────────────────────────
## Tile position of this crate in world-tile coordinates.
@export var tile: Vector2i = Vector2i.ZERO
## Player-facing label (inspect UI, Phase 17).
@export var label_text: String = "Crate"
# ── state ─────────────────────────────────────────────────────────────────────
## Sim ticks of construction work applied so far.
var build_progress: int = 0
## True once build_progress >= BUILD_TICKS.
var _completed: bool = false
## Live item nodes currently stored in this crate; capped at CAPACITY.
## Populated by register_item() (called from JobRunner._tick_deposit).
var _contents: Array = []
# ── lifecycle ─────────────────────────────────────────────────────────────────
func _ready() -> void:
# Inherits StorageDestination defaults for priority / accepted_types.
# Crates default to NORMAL priority and wildcard (accepts all types).
priority = StorageDestination.Priority.NORMAL
accepted_types = []
# Register with the World stockpile pool so HaulingProvider sees us.
World.register_stockpile(self)
queue_redraw()
func _exit_tree() -> void:
World.unregister_stockpile(self)
## One-shot initialiser called by the spawning / placement code.
## Sets tile and snaps pixel position to the tile centre.
func setup(p_tile: Vector2i) -> void:
tile = p_tile
position = Vector2(
tile.x * TILE_SIZE_PX + TILE_SIZE_PX / 2.0,
tile.y * TILE_SIZE_PX + TILE_SIZE_PX / 2.0
)
# ── StorageDestination interface ──────────────────────────────────────────────
## Returns true if this crate can accept `item` right now.
## False while still a ghost, false if the filter rejects the type,
## false if all CAPACITY slots are taken.
func accepts(item) -> bool:
if not _completed:
return false
if not _filter_accepts(item):
return false
return _contents.size() < CAPACITY
## Returns the crate's own tile when it can accept `item`, otherwise (-1,-1).
## All items stack into the crate's single tile — there is no 2D region.
func find_drop_position(item) -> Vector2i:
if accepts(item):
return tile
return Vector2i(-1, -1)
## Returns true only when `p_tile` is exactly the crate's own tile.
func covers_tile(p_tile: Vector2i) -> bool:
return p_tile == tile
# ── BuildJob interface ────────────────────────────────────────────────────────
## True while the crate has not yet been fully built.
func is_buildable() -> bool:
return not _completed
## Returns the player-visible name for build-order and inspect UI.
func label() -> String:
return label_text
## Called once per sim tick while a Construction pawn is working on this crate.
## Advances build_progress; completes the crate once BUILD_TICKS is reached.
func on_build_tick() -> void:
if _completed:
return
build_progress += 1
if build_progress >= BUILD_TICKS:
_completed = true
emit_signal("contents_changed")
Audit.log("crate", "built at %s (capacity %d)" % [tile, CAPACITY])
queue_redraw()
## True once the crate has been fully built.
func is_completed() -> bool:
return _completed
# ── inventory hooks ───────────────────────────────────────────────────────────
## Called from JobRunner._tick_deposit (Opus integration) after the item
## physically lands on the crate tile.
## Defensive: skips duplicates and over-capacity inserts (HaulingProvider may
## race ahead of capacity checks in edge cases).
func register_item(item) -> void:
if not _completed:
return
if _contents.has(item) or _contents.size() >= CAPACITY:
return
_contents.append(item)
emit_signal("contents_changed")
## Called when an item is removed from the crate (picked up by a pawn or via
## the Empty operation in Phase 17 inspect UI).
func unregister_item(item) -> void:
_contents.erase(item)
emit_signal("contents_changed")
# ── save / load ───────────────────────────────────────────────────────────────
## Serialise crate state for World save (Phase 16 will wire this).
func to_dict() -> Dictionary:
return {
"tile_x": tile.x,
"tile_y": tile.y,
"label_text": label_text,
"build_progress": build_progress,
"completed": _completed,
"priority": int(priority),
"accepted_types": accepted_types.map(func(t): return String(t)),
}
## Restore from a dict produced by to_dict().
## Item content refs are reconnected by World.load_crates() after all items
## are spawned (Phase 16); _contents starts empty here.
func from_dict(d: Dictionary) -> void:
tile = Vector2i(int(d.get("tile_x", 0)), int(d.get("tile_y", 0)))
label_text = d.get("label_text", "Crate")
build_progress = int(d.get("build_progress", 0))
_completed = bool(d.get("completed", false))
priority = d.get("priority", StorageDestination.Priority.NORMAL) as StorageDestination.Priority
var raw_types: Array = d.get("accepted_types", [])
accepted_types.clear()
for s in raw_types:
accepted_types.append(StringName(s))
setup(tile)
# ── render ─────────────────────────────────────────────────────────────────────
## Procedural crate graphic; no PNG dependency.
##
## Completed crate:
## Brown 12×10 body with a darker 1-px outline, two horizontal slat bands.
## Four 2×2 fill-indicator dots in the top-right corner — white dots equal
## to _contents.size() are drawn; remaining dots are drawn at low alpha.
##
## Ghost (not yet built):
## Same shapes at GHOST_ALPHA overall alpha.
func _draw() -> void:
var alpha_scale: float = _GHOST_ALPHA if not _completed else 1.0
var body_color := Color(_COLOR_BODY.r, _COLOR_BODY.g, _COLOR_BODY.b, _COLOR_BODY.a * alpha_scale)
var outline_col := Color(_COLOR_OUTLINE.r, _COLOR_OUTLINE.g, _COLOR_OUTLINE.b, _COLOR_OUTLINE.a * alpha_scale)
var slat_color := Color(_COLOR_SLAT.r, _COLOR_SLAT.g, _COLOR_SLAT.b, _COLOR_SLAT.a * alpha_scale)
# Half-extents for centering.
var hw: int = _BODY_W / 2 # 6
var hh: int = _BODY_H / 2 # 5
# Body fill.
var body_rect := Rect2(Vector2(-hw, -hh), Vector2(_BODY_W, _BODY_H))
draw_rect(body_rect, body_color, true)
# Outline (1 px wide; draw_rect with false = border).
draw_rect(body_rect, outline_col, false, 1.0)
# Two horizontal slat bands — at ⅓ and ⅔ of the body height.
# Each band is 1 px tall, inset 1 px from the sides.
var slat_x_start: float = -hw + 1.0
var slat_width: float = float(_BODY_W - 2)
var slat_y1: float = -hh + float(_BODY_H) / 3.0 - 0.5
var slat_y2: float = -hh + float(_BODY_H) * 2.0 / 3.0 - 0.5
draw_line(
Vector2(slat_x_start, slat_y1),
Vector2(slat_x_start + slat_width, slat_y1),
slat_color, 1.0
)
draw_line(
Vector2(slat_x_start, slat_y2),
Vector2(slat_x_start + slat_width, slat_y2),
slat_color, 1.0
)
# Fill-level indicator: 4 dots (2×2 px each) in the top-right corner,
# arranged in a 2×2 grid. Dots up to _contents.size() are bright white;
# the rest are dim (10% alpha).
var dot_size: float = 2.0
var dot_gap: float = 1.0
var dot_origin := Vector2(float(hw) - 2.0 * dot_size - dot_gap - 1.0, float(-hh) + 1.0)
for i in range(CAPACITY):
var col_idx: int = i % 2
var row_idx: int = i / 2
var dot_x: float = dot_origin.x + col_idx * (dot_size + dot_gap)
var dot_y: float = dot_origin.y + row_idx * (dot_size + dot_gap)
var dot_rect := Rect2(Vector2(dot_x, dot_y), Vector2(dot_size, dot_size))
var fill_alpha: float = (1.0 if i < _contents.size() else 0.15) * alpha_scale
var dot_col := Color(_COLOR_FILL_DOT.r, _COLOR_FILL_DOT.g, _COLOR_FILL_DOT.b, fill_alpha)
draw_rect(dot_rect, dot_col, true)