Replaces three procedural _draw() entities with bundle sprites:
- Tree: was draw_rect trunk + draw_circle canopy. Now Sprite2D using
FG_Tree_Spring.png (64x80, 4 variants picked deterministically from
tile coord). Bottom-anchored so trunk base sits at tile bottom, canopy
rises into the cell above; y_sort_enabled so canopies tuck behind
pawns south of the trunk. Chop-progress notch overlay retained.
- Rock: was draw_colored_polygon hex. Now Sprite2D reading from the
existing FG_Grasslands_Spring.png decoration atlas at three eyeballed
coords (2 gray boulders, 1 brown rock pile). Variant deterministic
per tile. Mine-progress crack overlay retained.
- Stone wall: was procedural top-band + front-band + mortar lines. Now
Sprite2D from FG_Fortress.png at (1,1) — clean tan-stone brick fill.
Bottom-anchored (offset.y=-8) so the 16x16 sprite spans y=-16..0,
matching the procedural draw box exactly. Ghost state via modulate.a.
Wood walls still use procedural _draw_wood_wall — no clean 16x16 wood
tile found in the bundle yet (Pixel Crawler Walls.png is 32x32, would
need crop+rescale).
Asset additions:
- art/sprites/FG_Tree_Spring.png (Tier 1, Grasslands pack)
- FG_Fortress.png and FG_Grasslands_Spring.png were already in art/tiles
from earlier passes; this commit just consumes them from new sites.
Headless boots clean, runtime verified: trees look like chunky pixel-art
trees with root flare, rocks read as real boulders, cabin walls show
proper brick texture.
License: all ElvGames Humble bundle — commercial OK with credit.
Credit-string compilation still open.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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>
User feedback after first visual inspection: 'walls looked really thick
and there was hardly any inside space'. Five targeted fixes:
1. Wall._draw rewrite — proper within-tile 3/4 perspective. Previously the
wall was a 16w×32h bottom-anchored rect that rose UP into the cell
above (which encroached on the cabin interior whenever the wall faced
south). New layout: 16×16 fitting strictly inside its own tile, with
a lit-top 5px band + shaded-front 11px band + mortar lines + outline.
Reads as 'a wall standing up' without overlapping adjacent cells.
Same shape for stone and wood materials (different palettes).
2. Demo cabin expanded from 5×4 to 8×6 — interior went from 6 cells
(closet) to 24 cells (actual room).
3. Grass-tile border darken: 0.15 → 0.04. Killed the graph-paper effect
that dominated at 3×+ zoom. Tile boundary still readable when looking
carefully; doesn't dominate the visual.
4. Removed Phase 1 _paint_sample_walls() seed. That 8×8 stone ring lived
only on the Wall TileMap layer (set to visible=false in the Phase 5
rendering pivot) — so it was an invisible path obstacle. Cleaner to
not seed it at all now that walls render at entity level.
5. CameraRig default target_zoom: 1.0 → 2.5. At 1× on a 1280-px viewport
the world feels sparse and pawns become 6-pixel dots. 2.5× shows ~30
tiles wide which is the 'comfortable inspection' level.
MCP-verified visually: the cabin now reads as a proper 8×6 stone room
with raised 3/4 walls and a real 24-cell interior. Subtle grass field.
The 'commit to 3/4 perspective' rendering decision is now actually
visible (was conceptual-only before).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>