Three gdscript-refactor agents in parallel; Opus did integration + caught
the wall-trap bug via MCP runtime test.
Data layer (Agent A):
- scenes/ai/recipe.gd: class Recipe (RefCounted) — id, ingredient_type,
output_type, work_ticks, required_skill (Crafting/Cooking), skill_threshold
- scenes/ai/bill.gd: class Bill — Mode enum (FOREVER/COUNT/UNTIL_N),
recipe ref, target_count, completed_count, paused, is_active() per-mode
logic. UNTIL_N walks World.items each call (acceptable at MVP scale; cache
if items grow large in Phase 16+)
- scenes/ai/recipe_catalog.gd: RecipeCatalog.plank() / .stone_block() — 2
starter recipes; Phase 7+ expands toward the design.md ~22 catalog
- Item: added Quality enum (SHODDY/NORMAL/EXCELLENT/MASTERWORK/LEGENDARY),
@export quality field, quality-coloured border in _draw (dull-grey / no /
blue / gold / magenta), TYPE_PLANK + TYPE_STONE_BLOCK constants
- Pawn: added skills dict (5 skills × levels 0–10), get_skill/set_skill,
skills round-trip in to_dict/from_dict
- strings.gd: item.plank, item.stone_block, quality.* (5 keys)
Workbench entity (Agent B, scenes/entities/workbench.{gd,tscn}, ~310 lines):
- class Workbench extends Node2D, bottom-anchored 3/4 perspective like Wall
- BuildJob interface (is_buildable / on_build_tick / _complete) — same
pattern as Wall / Crate
- Bills queue (add_bill, find_active_bill matches by accepted_skill)
- Craft cycle hooks: begin_craft / tick_craft / on_craft_complete /
on_craft_interrupted — JobRunner._tick_craft delegates to these
- Procedural _draw differentiates Carpenter (brown bench + vise) vs
Smelter (dark stone + orange ember glow) via the @export label_text
field — no subclass needed for Phase 6
- World autoload: workbenches registry + register_workbench/unregister_workbench
Crafting AI (Agent C):
- Toil.KIND_CRAFT + Toil.craft_at(workbench_path, bill_index) factory
- JobRunner._tick_craft: validates pawn-at-workbench, ingredient match;
delegates progress to wb.tick_craft; on complete spawns output Item
with QualityCalc.roll() applied; records bill completion
- crafting_provider.gd: priority=4 WorkProvider, 4-toil job
(walk_to(ingredient) → pickup → walk_to(wb) → craft_at)
- quality.gd: QualityCalc.roll(skill) — additive formula
skill × 0.04 + RNG(0, 0.6) with bucket thresholds matching
architecture.md spec. Skill 0 caps at Excellent; Skill 10 reaches
Legendary ~8% of the time
Opus integration:
- world.tscn: CraftingProvider node added
- world.gd: registered crafting_provider with World (priority order:
construction=6 > chop=5 > mine=4 > crafting=4 > haul=3 > rest=0)
- Pawn spawn data extended with crafting skill (Bram=8, Cora=4, Edda=0)
for visible quality variation in the demo
- _seed_phase5_demo_buildings extended: pre-built Carpenter at (46, 25)
with plank bill (FOREVER) + Smelter at (48, 25) with stone_block bill
(UNTIL_N=5)
The wall-trap bug (caught via MCP runtime — initial Phase 6 run hung):
- Pawns building walls stood ON the wall tile. When wall._complete fired
set_cell_walkable(false), the pawn was stuck on a solid cell.
AStarGrid2D returns no path when start cell is solid → all subsequent
jobs failed pathfinding from the trapped position.
- Fix: ConstructionProvider checks site.blocks_pathing_when_complete()
(new method on Wall, returns true; not implemented on Floor/Door/Crate/
Workbench since they remain walkable). Walls route the pawn to an
adjacent walkable cell via _find_adjacent_walkable. Floors/doors/etc.
build on-tile as before.
- This bug existed since Phase 5 but only surfaced in Phase 6 because
Phase 5 demos ended at construction-complete; Phase 6 needed pawns to
walk away from finished walls toward the workbench.
Acceptance — MCP-verified end-to-end:
- 3 pawns boot with varied Crafting skills
- Construction priority wins first; all 48 build sites (23 walls + 1 door
+ 24 floors) complete. Pawns escape wall tiles safely (fix verified).
- Pawns transition to chop/mine, then crafting at the Carpenter workbench
- At tick 9215, 12 planks crafted with quality distribution matching
expected spread per skill: 1 SHODDY + 6 NORMAL + 4 EXCELLENT + 1
MASTERWORK. Quality-coloured borders visible on items.
- Smelter UNTIL_N=5 bill correctly idle (no stone consumed yet) because
CraftingProvider prefers closer workbench-ingredient pairs and the
carpenter+wood is closer to where pawns end up than smelter+stone
Phase 6 followups for later phases:
- on_craft_interrupted has no JobRunner hook — Phase 9 status interrupts
will need a 'cancel callback' on toils or wb.on_craft_interrupted will
leak current_bill/current_work_progress on canceled crafts
- Bill.from_dict reconstructs Recipe inline via Recipe.from_dict — Phase
16 may need a recipe registry for save-format stability across catalog
changes
- UNTIL_N's per-call World.items walk is O(items) — acceptable at MVP
scale; profile if it becomes hot
Delegation report this phase:
- Agent A: Recipe + Bill + RecipeCatalog + Item.quality + Pawn.skills + i18n
- Agent B: Workbench (one class, label_text-driven differentiation, no
Carpenter/Smelter subclass) + World registry
- Agent C: Toil.KIND_CRAFT + JobRunner._tick_craft + CraftingProvider +
QualityCalc
- Opus: scene wiring + pawn-skill init + workbench demo seed + wall-trap
fix (caught via MCP) + runtime verification
~75% of Phase 6 GDScript was subagent-authored.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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>
AI core (scenes/ai/, 5 new files from 3 gdscript-refactor agents in parallel):
- job.gd (59 lines, Agent A): Job class, RefCounted, label + toils + cursor +
to_dict/from_dict round-trip
- toil.gd (76 lines, Agent A): Toil class, RefCounted; kinds WALK/WAIT/IDLE;
factories walk_to/wait_ticks/idle; Vector2i stored as to_x/to_y ints
because Godot 4 JSON.stringify doesn't round-trip Vector2i
- work_provider.gd (27 lines, Agent A): abstract base, class_name, @export
category/priority, find_best_for() with push_error subclass guard
- job_runner.gd (186 lines, Agent B): Node-derived runner; setup/start_job/
cancel_job/tick; WALK toil delegates to pawn.walk_along_path on first
encounter (sets data.started=true), listens for walk_completed signal;
WAIT decrements ticks_remaining; IDLE never completes; full to_dict/from_dict
- decision.gd (50 lines, Agent C): static pick_next_job(pawn, providers); 5
layers (incapacitation/forced/status/work/idle); layer 1 probes via
has_method to stay future-proof for Phase 9
- rest_provider.gd (31 lines, Agent C): extends WorkProvider; @export rest_tile;
returns [walk_to(rest_tile), idle()] Job
Integration (Opus):
- pawn.gd: added forced_job slot, job_runner ref, _orchestrate_ai called
before _advance_walk on each sim_tick. Calls Decision when forced_job is
queued OR when idle — was a bug initially (only-on-idle never preempted
the never-completing IDLE toil); fixed and caught via MCP runtime test.
Added to_dict/from_dict for save round-trip; captures tile, _path,
_step_progress, _selected, forced_job, job_runner via their serializers.
- selection.gd: rewrote to build a forced-job [walk_to + idle] and set
pawn.forced_job; Decision preempts current job on next tick.
- world.tscn/gd: instantiates RestProvider as child (rest_tile = (50,50)
just outside the stone ring's south-east, reachable from all 3 spawn
tiles); registers via World.register_work_provider; attaches a JobRunner
child to each spawned pawn and wires setup(pawn, pathfinder).
- world.gd autoload: added work_providers list + register/clear methods.
- save_system.gd: write_save walks World.pawns calling to_dict; apply_save
zips dicts to pawns by index (Phase 16 will add stable IDs).
- main.gd: bootstrap log line bumped Phase 2 → Phase 3.
Acceptance — MCP-verified end-to-end:
- 3 pawns boot, Decision assigns each Rest, JobRunner starts each,
all 3 walk to (50,50) on different paths (40/35/30 steps based on
detour around the stone ring), arrive and idle.
- Force Bram to (10,10) via pawn.forced_job; preempt fires:
[decision] Bram: forced 'Go to (10, 10)'. Bram walks while Cora/Edda
stay parked.
- Mid-walk save round-trip (the critical Phase 3 acceptance):
- Paused Bram at (51,10) walking to (70,70) with 79 path steps remaining
- SaveSystem.write_save() → SaveSystem.apply_save(read_save()) after a
mutate-to-(0,0)-with-no-path round-trip
- Restored Bram exactly: tile=(51,10), _path.size=79, walking=true,
job='Go to (70, 70)' at toil_idx=0 (WALK toil with data.started=true)
- Resumed sim → JobRunner's WALK toil saw started=true and did NOT
re-call walk_along_path; the pawn's restored _path continued the walk
naturally → reached (70,26) with 44 steps remaining, still on the
same job. The architecture.md 'mid-toil suspend safe' contract is
provably honored.
Phase 3 gotchas (logged in implementation.md):
- Class-name registration timing bit again (Phase 2 gotcha). Workflow:
agent writes class_name file → MCP reload_project → headless validate.
- Forced-job preempt requires triggering Decision when forced_job != null,
not just when idle (IDLE toil never completes).
- execute_game_script + await Engine.get_main_loop().process_frame is
flaky — MCP auto-recovers but the script's last lines may be lost.
Workaround: split state-inspection into a fresh execute_game_script.
Delegation report this phase:
- gdscript-refactor (Sonnet) Agent A: Job + Toil + WorkProvider abstract
base. 3 files, 162 lines.
- gdscript-refactor (Sonnet) Agent B: JobRunner with toil-execution match
+ walk_completed signal handling + full save round-trip. 1 file, 186
lines.
- gdscript-refactor (Sonnet) Agent C: Decision pipeline + RestProvider.
2 files, 81 lines.
- Opus: Pawn integration (forced_job slot, orchestration, to_dict/from_dict),
Selection rewrite, world.tscn/gd wiring, World autoload work_providers
list, SaveSystem extension, MCP-driven runtime verification including
the mid-walk save round-trip demo, gotcha logging.
~70% of Phase 3's GDScript was written by subagents.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Pawn (scenes/pawn/{tscn,gd}, ~108 lines, gdscript-refactor agent):
- Node2D root (no physics — grid-snapped lerped motion); name + state labels
- _draw() paints body disc with hue derived from name.hash(), dark outline,
yellow selection ring when selected
- Clock = EventBus.sim_tick: each tick advances _step_progress by 1/10;
at 1.0 snaps tile to next waypoint, pops path. STEP_TICKS = 10 →
1 tile / 0.5 s at 1×, scales with Sim speed for free (pause/Fast/Ultra)
- _process() lerps render position between current and next tile every
render frame for smooth visual between sim ticks
- Public API: setup, walk_along_path, is_walking, set_selected,
signals walk_started/walk_completed/arrived_at_destination
Pathfinder (scenes/world/pathfinder.gd, ~110 lines, gdscript-refactor agent):
- AStarGrid2D wrapper, 80² region, DIAGONAL_MODE_NEVER (Rimworld
4-directional), Manhattan heuristic
- API: setup, set_cell_walkable (emits walkability_changed signal),
is_walkable, find_path (excludes start tile, includes end), benchmark
- find_path returns empty Array[Vector2i] for OOB endpoints, solid
destination, or disconnected areas
Selection (scenes/world/selection.gd, ~85 lines, Opus):
- Lives as a Node child of World; _unhandled_input handles mouse clicks
- Click-vs-drag discrimination: 8 px max drift + 300 ms max duration →
drags belong to the camera, only true clicks select/command
- Click on pawn → select (yellow ring); click on walkable empty tile
with a pawn selected → pathfinder.find_path + pawn.walk_along_path
World autoload (autoload/world.gd):
- Added pawn registry: register_pawn, unregister_pawn, pawn_at_tile, clear_pawns
- Untyped Array (Array[Pawn] hits Godot's class_name-not-yet-registered
timing in autoload init; duck typing fine for current consumers)
World scene (scenes/world/{tscn,gd}):
- Pathfinder + Selection nodes added as children
- _ready() wires: pathfinder.setup(MAP_SIZE_TILES), walls → pathfinder
(28 cells from 8×8 stone ring marked impassable), selection.bind(pathfinder),
spawns 3 pawns (Bram/Cora/Edda) at (20/25/30, 40), runs spike benchmark
- main.gd bootstrap line bumped Phase 1 → Phase 2
i18n: 2 new keys (pawn.state.idle, pawn.state.walking)
Spike result — AStarGrid2D path-query timing at 80²:
- 36 paths (all 4-corner pairs × 3 iterations)
- min 6 μs, avg 9.1 μs, max 18 μs
- ~55× faster than the 'sub-millisecond' target in architecture.md
MCP runtime verification:
- play_scene → 3 pawns visible with distinct hashed-hue body colours
- execute_game_script: pathfinder.find_path((20,40)→(50,40)) returns
38-step path (30 straight + 8 detour around the ring)
- bram.walk_along_path(path) → screenshot caught him mid-walk on south
side of ring with state='walking' + selection ring visible
- arrival snapshot: state='idle'
Phase 2 gotcha (documented in implementation.md): class_name registration
happens at editor scan-time, not headless-load-time. First headless run
after authoring class_name files fails until reload_project rebuilds the
global class cache. Workflow: agent writes → MCP reload_project → headless
validate. Documented for future phases.
Delegation report this phase:
- gdscript-refactor (Sonnet) #1: Pawn class — scene, script, draw logic,
movement loop, i18n keys. ~108 lines pawn.gd + 22 lines pawn.tscn.
Headless-validated by the subagent (note: validated before world.gd's
Pawn reference was added).
- gdscript-refactor (Sonnet) #2: Pathfinder class — AStarGrid2D wrapper,
4-dir Manhattan, benchmark utility. ~110 lines pathfinder.gd. Headless-
validated by the subagent.
- Opus: Selection module + World autoload registry + scene integration
(world.tscn/gd) + MCP-driven runtime verification + spike benchmark
+ class_name workflow gotcha documentation.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>