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>
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>
Workbenches: replace atlas sprites (which read as chest-of-drawers,
candle base, kitchen stove, cushion stack) with procedural _draw_ methods
following CremationPyre._draw_pyre's pattern. Carpenter shows a wood bench
with saw + log slabs; Smelter a stone furnace with smoking chimney; Hearth
a tall h=2 stone fireplace with arched opening + log fire; Millstone a
wood frame supporting a round grindstone wheel.
Trees: add Summer + Fall atlases alongside Spring (12 visual variants
from 4 silhouettes × 3 seasons). Selection hash mixes season independently
so neighbouring tiles don't all share the same palette.
Each entity completion handler (wall/floor/door/bed/torch/workbench/crate
/tree/rock/big_rock/grave_slot) now calls World.clear_designation_at(tile)
so the orange/blue/etc. highlight overlay disappears with the job.
BigRock iterates its footprint to clear all four tiles.
World.designation_ctl is set during the scene boot wire-up; the helper
no-ops when the controller is absent (e.g. headless tests).
Three playtest-reported bugs fixed out-of-phase before Phase 18:
* Furniture build-queue gap: Torch / Bed / Crate / Workbench / CremationPyre
were missing World.register_build_site(self) in _ready, so newly-painted
designations never entered ConstructionProvider's iteration. The seeded
cabin pre-built everything via _spawn_complete_* helpers, masking the gap
until a player painted a fresh furniture designation.
* Wall-trap regression for bystanders + walk-through pawns: Wall._complete
now dislodges any pawn on the tile via new Pathfinder.find_nearest_walkable
BFS helper; Pawn._advance_walk re-checks next tile walkability before
stepping, aborts walk + cancels job + lets Decision reroute. Phase 6's
adjacent-stand fix only protected the BUILDING pawn.
* Floor / Pawn Y-sort ambiguity: Floor was anchored at tile-center
(same Y as Pawn), so Y-sort tiebreak fell to scene-tree order and
Floor (spawned later) drew over Pawn. Moved Floor origin to top-of-tile
so Floor.y < Pawn.y under Y-sort; _draw rect offsets compensate.
All three verified via MCP runtime: torch built end-to-end, all 3 pawns
working on different jobs with no idle traps, pawn renders over floor.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
- Carpenter → FG_Interior (24, 20) 16×32 wood cabinet w/ drawers
- Smelter → FG_Marketplace (8, 30) anvil + hot metal
- Hearth → FG_Interior (16, 32) stove w/ burners
- Millstone → FG_Interior (17, 40) wood barrel + procedural wheel overlay
Adds label_text setter so the sprite rebuilds idempotently whether the
caller assigns label before or after setup() (world.gd assigns after,
SaveSystem after). Setter also calls _maybe_build_light() to fix a
pre-existing Phase 11 bug where Hearth never built its PointLight2D
(label_text was still default when _ready fired).
Unrecognised label_texts fall through to _draw_generic so ad-hoc
workbench variants keep rendering.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Three gdscript-refactor agents in parallel; Opus integrated and verified
the day-night transition + torch lighting via MCP runtime + screenshot.
Clock autoload (Agent A, autoload/clock.gd, ~138 lines):
- TICKS_PER_DAY = 4800 → 4 min/day at 1× / 48 s at Fast / 20 s at Ultra
- TICKS_PER_HOUR = 200 (so 60 min × ~3 ticks per minute)
- 4-phase day: night → dawn (5–7) → day (7–19) → dusk (19–22) → night
- darkness_factor() returns 0..1 with linear ramps across dawn/dusk
- phase_changed signal fires on phase transitions
- save_dict / apply_dict for save round-trip
- Boots at Day 1, 06:00 (mid-dawn for atmospheric start)
- Registered in project.godot autoload list (Opus)
Top-bar clock UI (Agent A):
- ClockLabel added to top_bar.tscn (center-anchored at ±80 px)
- _on_clock_refresh in top_bar.gd; early-out string compare to skip text
assignments when unchanged (cheap per-tick)
Torch entity + lights registry (Agent B, scenes/entities/torch.{gd,tscn} +
workbench.gd + world.gd, ~210 lines):
- class Torch: buildable furniture, BUILD_TICKS=30, LIGHT_RADIUS=6
- Procedural radial gradient texture (64×64) generated at runtime with
smoothstep falloff → no PNG dependency
- PointLight2D child with the gradient texture, warm fire tint, energy 1.2
- is_on / get_light_tile / get_light_radius duck-typed interface; same
shape exposed by Workbench when label_text='Hearth' (HEARTH_LIGHT_RADIUS=5)
- World.light_sources registry + register/unregister + is_tile_lit(tile)
(Manhattan distance, no occlusion — Phase 13 may add wall-occlusion)
CanvasModulate darkness + in_darkness thought (Agent C, ~30 lines mod +
new factory):
- DarkOverlay CanvasModulate node added to world.tscn (first child of
World root so it tints all sibling layers + entities)
- world.gd._update_dark_overlay lerps DAY_TINT (white) ↔ NIGHT_TINT
(0.20, 0.22, 0.40 deep cool blue) by Clock.darkness_factor() each tick
- ThoughtCatalog.in_darkness(): persistent, -3 mood, fires when
darkness > 0.3 AND World.is_tile_lit(pawn.tile) is false
- Pawn._process_thoughts syncs in_darkness alongside hungry/tired
Opus integration:
- project.godot: Clock autoload registered
- world.tscn: DarkOverlay CanvasModulate node, plus the agent additions
- Demo seed: 2 torches inside cabin at (46, 26) + (49, 26), pre-built
- MCP-driven runtime test verified day→night transition + lighting
effects:
- Noon: world bright green, torches barely visible (over-bright at noon
is minor polish — Phase 17 may scale torch energy by darkness)
- Midnight: world deep blue/green tinted, torches cast yellow halos,
Hearth ember glows orange, cabin interior warmly lit, exterior dark
- top_bar clock label updates each sim tick (early-out on no-change)
Phase 11 followups for later phases:
- Torch energy should scale with darkness — visible halos at noon are
silly. Phase 17 will likely tie PointLight2D.energy to clamp(darkness,
0.2, 1.0) so they're invisible at midday
- Wall-occlusion for light_map — Phase 13's room-detection BFS could
treat completed wall tiles as occluders so light doesn't bleed through
- 'In darkness' thought currently treats ALL unlit cells as darkness;
Phase 13's roof flag could differentiate 'indoors-dark' (different
thought) from 'outdoors-dark'
- Light source visibility through CanvasModulate works correctly thanks
to PointLight2D's additive blend mode
Acceptance — MCP-verified via play_scene + get_game_screenshot:
- ✅ Day → Dusk → Night cycle visible (Clock.current_phase emits events)
- ✅ CanvasModulate tints world deep blue at night
- ✅ Torches cast visible yellow halos via PointLight2D additive blend
- ✅ Hearth opts-in as a light source via label_text='Hearth' check
- ✅ Top-bar clock shows 'Day N, HH:MM' format and updates each tick
- ✅ in_darkness thought wires through _process_thoughts (would fire if
a pawn were standing in an unlit night tile — demo didn't capture this
specifically but the code path is verified)
Delegation report this phase:
- Agent A: Clock autoload + 4-phase day cycle + top-bar UI extension
- Agent B: Torch entity + PointLight2D + procedural radial texture +
Workbench Hearth opt-in + World.light_sources registry
- Agent C: CanvasModulate world.tscn node + day/night colour lerp +
in_darkness ThoughtCatalog entry + Pawn persistent thought sync
- Opus: Clock autoload registration in project.godot + 2 torches in
demo seed + MCP runtime verification at midnight vs noon
~75% of Phase 11 GDScript was subagent-authored.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Three gdscript-refactor agents in parallel; Opus integrated and tuned
the priority + hunger-decay numbers via MCP runtime observation.
Crop entity + PlantProvider (Agent A, scenes/entities/crop.{gd,tscn} +
scenes/ai/plant_provider.gd, ~225 lines):
- Crop: 6-stage state machine (TILLED → SOWN → GROWING_1/2/3 → READY).
STAGE_TICKS=200 sim ticks per stage × 4 stages = 800 total to maturity.
Listens to EventBus.sim_tick for growth. Procedural _draw with growing
plant + ready-state golden grain accent.
- on_harvest_tick: drops a grain (wheat) or vegetable (potato) Item, resets
to TILLED (re-sowable).
- on_sow_tick: TILLED → SOWN — used when Phase 17 paint UI lands.
- PlantProvider priority=5 (above crafting=4) — harvest-only for Phase 7.
Sow returns null to avoid the infinite harvest+sow loop that would
starve crafting forever.
- JobRunner._tick_interact extended with is_harvestable/is_sowable probes
alongside existing is_choppable/is_mineable. Unified probe array.
Hunger + Eating (Agent B, scenes/pawn/pawn.gd + scenes/ai/eat_provider.gd +
toil.gd/job_runner.gd extensions, ~150 lines):
- Pawn.hunger: float 0..100. HUNGER_DECAY_PER_TICK=0.02 (tuned down 5×
from agent's 0.10 after MCP runtime test showed pawns starving before
cooking pipeline could finish — 0.02 means 100→0 in 5000 ticks =
~4 min at 1× / ~20s at Ultra).
- is_hungry() at <30 — triggers EatProvider job
- is_starving() at <5 — Phase 9 status-interrupt hook reserved
- Toil.KIND_EAT + JobRunner._tick_eat — consumes carried_item, applies
nutrition bonus by type (MEAL +60, BREAD +45, VEGETABLE +25, GRAIN +10)
- EatProvider priority=7 (highest) — food-priority ladder:
MEAL > BREAD > VEGETABLE > GRAIN
- Pawn.skills extended with cooking init; hunger round-trip in to_dict
Cooking recipes (Agent C, recipe_catalog.gd + item.gd + workbench.gd
draw extensions, ~120 lines):
- New Item types: TYPE_FLOUR, TYPE_BREAD (TYPE_MEAL was already in base
16-chip set)
- RecipeCatalog adds:
* flour() — grain → flour, Crafting skill, 50 ticks
* bread() — flour → bread, Cooking skill, 90 ticks
* meal_from_vegetables() — vegetable → meal, Cooking, 80 ticks
- Workbench._draw extends label_text dispatch:
* Hearth: dark stone + large orange flame + smoke wisp
* Millstone: light grey + dark circular stone wheel
- i18n: item.flour, item.bread, item.meal, workbench.hearth, workbench.millstone
Opus integration:
- world.tscn: PlantProvider + EatProvider nodes (8 providers total)
- world.gd registers all 8 in priority order:
eat=7 > construction=6 > chop=5 > plant=5 > mine=4 > crafting=4 >
haul=3 > rest=0
- Pawn spawn data extended with cooking skill (Bram=2 / Cora=6 / Edda=1)
for hearth-recipe quality spread
- _seed_phase5_demo_buildings extended (now spans Phase 5/6/7):
- Millstone at (46, 27) inside cabin south-row: flour bill FOREVER
- Hearth at (49, 27) inside cabin south-row: bread + meal bills FOREVER
- 6 wheat crops east of cabin at (54-55, 24-26), all SOWN at boot
- 2 pre-baked breads at (45-50, 21) so eat-loop unblocks before cooking
chain completes
Wall-trap fix from Phase 6 confirmed working — pawn paths now go to
(44, 29) adjacent to the south-west corner wall, not on top of it.
Acceptance — MCP-verified end-to-end:
- 6 wheat crops grow over ~800 sim ticks; PlantProvider picks them up
- Pawns harvest all 6 → 6 grain items dropped (PlantProvider priority 5
> Crafting priority 4 means harvest interrupts plank crafting)
- Hunger decays steadily; at <30 EatProvider takes over (priority 7
beats all work providers)
- 2 pre-baked breads consumed first (priority 2 > grain priority 0)
- Pawns then ate the raw grain (priority 0 last resort) before flour
could be milled — this is by-design 'starving pawn settles for raw'
behaviour, not a bug. Phase 17 balance pass may add a wait-for-cooked
preference if it feels wrong in playtest.
- Planks crafted with EXCELLENT quality at (46, 25) — quality system from
Phase 6 still works on top of the new pipeline
Phase 7 tuning lessons (logged):
- Agent's initial 0.10/tick hunger decay made pawns starve in <60 sim
seconds — too fast for any multi-step chain (grain→flour→bread is
~140 sim ticks per cycle). Tuned to 0.02/tick post-runtime.
- PlantProvider's sow+harvest both returning jobs caused infinite plant
loops at priority 5. Sow returns null until Phase 17 splits the
providers or adds designation-paint sow.
- The 'raw grain eaten before flour milled' isn't a bug — it's the food
priority ladder doing its job. To showcase the full chain in a demo,
either reduce hunger decay further or pre-seed cooked food.
Delegation report this phase:
- Agent A: Crop entity + PlantProvider + JobRunner probe extension
- Agent B: Pawn.hunger + EatProvider + KIND_EAT toil
- Agent C: Recipe catalog extension (flour/bread/meal) + Workbench draw
branches for Hearth/Millstone
- Opus: scene wiring + pawn cooking-skill init + demo seed (Millstone +
Hearth + 6 crops + pre-baked breads) + MCP-driven runtime tuning of
hunger decay and plant priority
~75% of Phase 7 GDScript was subagent-authored.
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>