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Author SHA1 Message Date
67ec2cce7f Phase 14: Death + Corpses + Burial + Cremation
Three-agent fan-out. Opus pre-wrote Corpse class + 5 EventBus signals +
World registries (corpses, grave_markers) before dispatch so all three
slices ran fully parallel. Pattern proven across Phases 12/13/14.

Death pipeline (Agent A):
- Pawn.is_dead(), _check_death() — pawn_died signal → corpse spawn →
  corpse_spawned signal → World.unregister_pawn → queue_free
- _last_damage_source carries cause from take_damage() (now StringName)
- Bleed-out timeout: _bleed_ticks accumulates while bleeding active;
  at BLEED_OUT_TICKS=432000 (6 in-game hours) force-kills via take_damage
- Pawn.portrait_color stored field for corpse head-color hand-off
- Corpse: DECAY_PER_TICK=0.05 (~33 in-game min fresh→rotted at 1×),
  is_rotting()@50, queue_free@100 with corpse_rotted_away signal.
  Rotting bumps DirtinessSystem (Phase 13 hook) +0.04/tick (~+8/in-game-min)
- DEMO_PHASE14_AUTOKILL toggle in world.gd (default false, gates safety)

Graveyard + GraveSlot + GraveMarker + Hauling (Agent B):
- scenes/world/graveyard_zone.gd — StorageDestination subclass,
  accepted_types=[corpse], brownish overlay, finds dug GraveSlots
- scenes/entities/grave_slot.gd — buildable (ghost→dug) state machine,
  StorageDestination duck-type interface, accept_corpse() spawns
  GraveMarker + emits corpse_buried + queue_frees self
- scenes/entities/grave_marker.gd — permanent memorial, procedural
  stone-cross _draw, carries deceased identity, save round-trip
- TOOL_GRAVEYARD + TOOL_DIG_GRAVE paint modes (Designation dispatch)
- KIND_PICKUP_CORPSE + KIND_DEPOSIT_CORPSE toils + JobRunner handlers
- HaulingProvider.find_best_for iterates World.corpses in addition to
  items_needing_haul; corpse-payload stored as Node metadata on pawn
- ConstructionProvider duck-type already accepts GraveSlot (no change)

Cremation + Ash + Mood thoughts (Agent C):
- scenes/entities/cremation_pyre.gd — extends Workbench, label 'Pyre',
  auto-populates FOREVER bill for cremate_corpse, on_craft_complete
  drops 1 ash + emits corpse_cremated + queue_frees corpse
- Recipe.ingredient2_type/count added with save round-trip; recipe
  catalog entry cremate_corpse(TYPE_CORPSE primary + 5 wood secondary)
  NOTE: CraftingProvider still only enforces ingredient1 — documented
  gap, ships when crafting is generalized.
- Item.TYPE_ASH added + ALL_TYPES filter array entry
- 4 mood thoughts: saw_corpse (-3 EVENT 1200t max=3), buried_friend
  (+2 EVENT 2400t), cremated_friend (+2 EVENT 2400t),
  rotting_body_in_colony (-4 PERSISTENT stacks=count capped at 3)
- Pawn sync hooks: proximity scan (saw_corpse), signal listeners
  (buried/cremated within 8-tile radius), count helper for rotting

MCP runtime verified:
- DEMO_PHASE14_AUTOKILL toggle force-killed Bram at tick 50
- 'Bram DIED (cause=demo_kill, tile=(20, 36))' + corpse spawned
- 'Cora: saw_corpse thought added (corpse Bram at dist 5)' — mood -3
- Painted graveyard + dig_grave → grave dug to completion verified
  in build_queue (grave @(22, 39) complete=true)
- Hauler round-trip (corpse → GraveSlot → GraveMarker) WIRED correctly
  but didn't land within decay window at ULTRA speed (12×) — corpse
  rotted before priority-3 corpse-haul scheduled. Tuning for Phase 20.
- Screenshot captured: fresh corpse silhouette at cabin doorway

Delegation: 3× gdscript-refactor (Sonnet) agents in parallel;
integration + MCP runtime verify on Opus.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-11 18:48:15 +01:00
9cf9b7dbfd Phase 13: Rooms + Auto-roof + Beauty + Dirtiness + Cleaning
Three-agent fan-out — Opus pre-wrote Room class, World.rooms/room_at_tile/is_indoor,
4 EventBus signals before dispatch so the slices ran fully parallel.

DECISION: Big-room UX = bump auto-roof cap to 16, banner above. Cabin
(24 tiles) intentionally exceeds cap to exercise the warning path; a
5×5 test shed (9 interior tiles) was added to exercise the roof path.

Room detection (Agent A):
- scenes/world/room.gd — class_name Room, tiles/bounds/is_under_roof,
  contains_tile() bounds-then-list-checked, recompute_bounds()
- scenes/world/room_detector.gd — class_name RoomDetector, BFS 4-dir
  from floor/door tiles, walls/terrain as boundary, doors counted as
  room interior. Detects up to 4× cap; auto-roofs only ≤16.
- World.mark_wall_tile/mark_floor_tile/mark_door_tile hook BFS recompute
- Door._complete() now erases wall-layer stamp + registers door tile
- Designation.TOOL_NO_ROOF paint mode wired (UI button deferred Phase 17)
- EventBus.room_changed / room_too_large signals

Indoor/Shelter (Agent B):
- Pawn._is_sheltered() rerouted: World.is_indoor() first, floor-proxy fallback
- IndoorTintOverlay Node2D — _draw fills roofed-room tiles at α=0.10 warm
- Crop._on_sim_tick skips stage advance when World.is_indoor(tile)

Beauty + Dirtiness + Cleaning + Room thoughts (Agent C):
- BeautySystem sparse map, linear falloff radius=3, Quality multiplier
  (SHODDY 0.5 → LEGENDARY 2.5). Base: Bed +2, Workbench +1, Torch +3, Hearth +4
- DirtinessSystem 0-100, tier crossings (clean<25/dirty<60/filthy≥60)
  emit tile_dirtiness_changed. bump/bump_clean/bump_pawn_traffic API
- CleaningProvider priority=2, KIND_CLEAN toil, 2.5 dirt/tick for ~40 ticks
- Bed/Torch/Workbench _complete() now register with BeautySystem
- 7 room mood thoughts: clean_room (+2), dirty_room (-3), filthy_room (-6),
  beautiful_room (+4), ugly_room (-3), slept_in_room (+3 EVENT, wires Ph 17),
  ate_without_table (-3 EVENT, wires Ph 17)
- Pawn._sync_room_thoughts called from _process_thoughts after cold block,
  defensive against null rooms/systems

Integration recovery (Opus):
- Agent C's BeautySystem/DirtinessSystem/CleaningProvider/IndoorTintOverlay
  instantiation in world.gd never landed (only field declarations + entity
  hooks survived). Added preloads + runtime add_child + autoload bindings +
  CleaningProvider registration + furniture pre-seed in _ready
- Added _prestamp_test_shed_for_room_detector with _spawn_complete_wall/floor
  helpers so a 5×5 visible shed exercises the auto-roof path at boot

MCP runtime verified:
- Rooms: cabin Room#2 size=24 roofed=false (room_too_large fires),
  shed Room#3 size=9 roofed=true (auto-roof active)
- beauty_map size=50 around prebuilt furniture; bed at (47,24) beauty=4.0
- Bram teleported to (36, 25) in shed → indoor=true, sheltered=true,
  thoughts=[clean_room +2], mood=52.0
- Screenshot: shed walls + brown floor visible; cabin warmly torch-lit;
  Spring 1/12 indicator; Day 1 07:52

Delegation: 3× gdscript-refactor (Sonnet) agents in parallel;
integration recovery + MCP verify on Opus.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-11 17:19:23 +01:00
92f4e5c945 Phase 12: Seasons + Weather (rolls, rain, storm, wet/cold)
48-day year (4 seasons × 12 days), daily weather rolls, rain visual,
storm flash, Wet/Cold statuses with mood thoughts.

Three-agent fan-out — Opus prepped contracts up front (event_bus
signals, Clock season constants, Weather autoload stub) so the three
slices could run fully parallel and integrate on first try.

Calendar (Agent A):
- Clock season API — SEASON_SPRING/SUMMER/AUTUMN/WINTER constants,
  current_season(), current_season_index(), day_of_season(),
  current_year(), DAYS_PER_SEASON=12, DAYS_PER_YEAR=48
- EventBus.season_changed emitted on transition (mirrors phase_changed)
- Top-bar SeasonLabel ('Spring 1/12') with localized season names via
  Strings.t() — season.spring/summer/autumn/winter + season.format
- Terrain TileMapLayer seasonal palette modulate
  (spring=warm-green, summer=neutral, autumn=warm-orange, winter=cool-blue)

Weather (Agent B):
- autoload/weather.gd — daily roll triggered by Clock day-index change
  Probability tables per season (placeholders, tune Phase 20):
    spring  60% clear / 35% rain /  5% storm
    summer  75% clear / 18% rain /  7% storm
    autumn  50% clear / 35% rain / 12% storm /  3% cold_snap
    winter  55% clear / 15% rain / 10% storm / 20% cold_snap
- EventBus.weather_changed signal
- scenes/world/rain_overlay.tscn — procedural _draw() diagonal raindrops
  on a CanvasLayer (chosen over CPUParticles2D for pixel-art exactness
  and to colocate storm-flash logic in one weather-aware script)
- Storm flash — Tween-driven ColorRect at random 4-8s intervals
- Save round-trip preserves _last_day_index to prevent double-rolling

Wet + Cold + Mood (Agent C):
- StatusCatalog.wet(severity 1-2) — Damp at 25, Soaked at 60 (of 100)
- StatusCatalog.cold(severity 1-3) — Mild at 25, Severe at 60, Extreme at 85
- ThoughtCatalog.damp(-3), soaked(-6), cold_thought(-4)
- Pawn._wet_accum / _cold_accum floats, ticked in _process_statuses:
  +0.02/tick rain (×2 storm), -0.05/tick decay when sheltered
  +0.015/tick cold winter-or-snap (×2 cold_snap)
- _sync_wet_status / _sync_cold_status — severity-flip detection with
  one Audit line per transition
- _is_sheltered() v1: World.floor_layer.get_cell_source_id != -1
  Phase 13 replaces with proper Room BFS
- _wet_accum / _cold_accum round-trip through Pawn.to_dict / from_dict
- Persistent thought sync in _process_thoughts after in_darkness

MCP runtime verified:
- Top-bar 'Spring 1/12' renders; green seasonal terrain tint visible
- Rain droplets render across screen; storm flash captured mid-animation
- Bram wet=26 (Damp) → wet=65 (Soaked) with mood thought (-6), mood=30
- Cora cold=30 cold_snap → Cold status sev=1 + Cold thought (-4), mood=32
- Daily weather rolls visible day 0-5 (rain → clear → rain → clear → rain)

Quick-edit fixup mid-flight: Variant inference errors on
'var old_sev := s.severity' (untyped Array loop var). Same trap as
the Phase 7 crop fix; pattern is now to always explicit-type ':='
when the rhs is non-typed-Array element access.

Delegation: 3× gdscript-refactor agents in parallel, 1× quick-edit
for the Variant-inference fix; integration + MCP verify on Opus.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-11 16:39:34 +01:00
1b6ad2bcc6 Phase 9+10: Status/Doctor/Medical bed + Wolves/WolfSpawner
The 'drama pair' shipped together via 3-agent fan-out.

Phase 9 — Status effects + Medicine:
- Status data class (PERSISTENT/EVENT, severity stacks max=3) + StatusCatalog
  (Bleeding ticks HP loss; Downed = incapacitated)
- Pawn HP (100 max, 30 downed threshold, 50 revive threshold), take_damage,
  heal, add_status/remove_status_by_id, is_downed/is_incapacitated, downed
  visual (body rotated 90° + desaturated)
- DoctorProvider (priority 9, highest) — scans World.pawns for nearest downed
  pawn, finds medical bed (or any bed fallback), emits 4-toil job:
  walk_to_patient → rescue → walk_to_bed → treat
- Bed.is_medical with red-cross marker draw on pillow; round-trips save
- KIND_RESCUE + KIND_TREAT toils + JobRunner _tick_rescue/_tick_treat
  (snap-to-bed on first treat tick, +0.5 hp/tick, bleed cure at 100-tick
  intervals; done at HP≥50 + no bleeding, 600-tick timeout)
- EventBus: pawn_took_damage, pawn_status_added, pawn_status_removed

Phase 10 — Combat + Wolves (wolf-first slice):
- Wolf entity (Node2D, 4-state APPROACH/ENGAGE/FLEE/DEAD, procedural
  canine sprite with red glowing eyes, 40 HP)
- Two-roll combat: 70% hit + 50% chance to apply Bleeding(1) on hit
- WolfSpawner — triggers at Clock.darkness_factor()≥0.8 with 1-in-game-day
  cooldown, packs of 1–2 at random map-edge cluster
- World.wolves registry + register_wolf/unregister_wolf

Integration: world.tscn load_steps 15→17 with DoctorProvider + WolfSpawner
nodes. world.gd registers doctor at top of provider list (priority 9 >
sleep 8 > eat 7 > construction 6 > chop≈plant 5 > mine≈craft 4 > haul 3
> rest 0). Middle bed at (47,24) marked is_medical=true.

MCP runtime verified: Bram took 75 dmg + Bleeding(2) → Downed (hp 25) →
Edda + Cora both volunteered doctor job → walked to patient → carried to
medical bed → treated → Bram healed to 94.2 hp, statuses cleared, back to
work. Wolf raid at day 3 22:00 fired; 4 wolves alive across raid cycles
by day 4 01:51. Screenshots confirm red-cross medical bed and wolf
silhouettes at night.

Phase 10 deliberately partial: wolf-side combat ships, pawn-side
weapons/armor/cover/friendly-fire deferred — full chain
(wolf→bites→pawn→bleeds→doctor) awaits player weapons.
Bleed-out timer at demo value (1200) vs design value (432000 = 6 in-game
hours) — documented in status_catalog.gd for first time-balance pass.

Delegation: Agent A (status + pawn HP), Agent B (doctor + treatment),
Agent C (wolf + spawner) — all Sonnet gdscript-refactor; integration on
Opus.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-11 16:11:36 +01:00
a1e5b38dd6 Phase 11 — Day/night cycle + Lighting (taken before Phase 9 per recommendation)
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>
2026-05-11 15:54:15 +01:00
43e52ffe75 Phase 8 — Beds, sleep need, thoughts, mood, Sulking soft-break
Three gdscript-refactor agents in parallel; Opus integrated and verified
the sleep+wake cycle via MCP runtime.

Bed entity (Agent A, scenes/entities/bed.{gd,tscn} + world.gd, ~280 lines):
- class Bed extends Node2D — bottom-anchored 3/4 perspective like Wall/Workbench
- BuildJob interface (is_buildable / on_build_tick / _complete) — same pattern
  as Wall / Crate / Workbench. blocks_pathing_when_complete=false (walkable).
- Quality-tinted sheet colours by Item.Quality tier (drab grey → blue →
  gold-brown → regal pink); white pillow + dark frame constant across tiers.
- claim(pawn) / release() / is_available() — atomic occupancy; claim re-checks
  is_available() inside to avoid race conditions during pawn walk-to-bed.
- World.beds registry + register_bed / unregister_bed (mirrors workbench pattern)

Sleep need + SleepProvider + KIND_SLEEP toil (Agent B, ~220 lines):
- Pawn.sleep: float 0..100. SLEEP_DECAY_PER_TICK=0.015 (~6667 ticks / 5.5 min
  at 1× / 1 min at Ultra to fully tire). Slower than hunger.
- is_tired() at <30; is_exhausted() at <5 (Phase 9 status interrupt hook)
- SleepProvider priority=8 (highest — sleep beats eat=7 when both urgent)
- Toil.KIND_SLEEP + Toil.sleep_in_bed(NodePath) factory
- JobRunner._tick_sleep: first-tick bed claim (with race-loss → floor fallback),
  per-tick recovery (bed=0.5/tick, floor=0.25/tick), wake-when-full at ≥99,
  emergency ceiling SLEEP_TICKS_MAX=2000 prevents stuck-asleep loops

Thoughts + mood + Sulking (Agent C, ~290 lines):
- scenes/ai/thought.gd: class Thought (RefCounted) with id, modifier, lifetime
  (PERSISTENT/EVENT), stacks, ticks_remaining; MAX_STACKS_PER_THOUGHT=5 locked
- scenes/ai/thought_catalog.gd: ThoughtCatalog with 5 Phase 8 thoughts —
  hungry(-6, PERSISTENT) / tired(-4, PERSISTENT) / well_rested(+5, EVENT 1200t)
  / slept_on_floor(-5, EVENT 1200t) / ate_meal(+3, EVENT 800t, stacks up to 3)
- Pawn extended: thoughts: Array, mood: float (base 50), sulking: bool,
  _sulk_low_ticks. add_thought (stack-merge by id), remove_thought_by_id,
  has_thought, is_sulking. _process_thoughts in sim_tick decays EVENT thoughts,
  syncs PERSISTENT thoughts to state (hungry/tired), recomputes mood, checks
  sulking transition: mood < 25 for MOOD_SULK_SUSTAIN_TICKS=600 ticks → SULKING;
  mood >= 35 → recover.
- Decision Layer 1 extended: pawn.is_sulking() → return null (sulking pawns
  refuse all work; Phase 17 may add Wandering variant)
- EventBus.pawn_mood_changed signal
- JobRunner._tick_eat: fires ate_meal thought when consuming MEAL/BREAD
- JobRunner._tick_sleep: fires well_rested or slept_on_floor on wake

Opus integration:
- world.tscn: SleepProvider node added (9 providers total)
- world.gd registers in priority order:
  sleep=8 > eat=7 > construction=6 > chop=5 ≈ plant=5 > mine=4 ≈ crafting=4 > haul=3 > rest=0
- Demo seed: 3 beds along cabin's north row at (45/47/49, 24), pre-built
  so pawns can sleep immediately when tired

Acceptance — MCP-verified end-to-end:
- Pre-tired Bram at sleep=25 → SleepProvider issued 'Sleep at (45, 24)' job
- Bram walked to bed, claimed, slept 200 ticks, woke at sleep≥99
- Bed released back to available; well_rested thought fired (+5 mood)
- After ~12000 ticks total: all 3 pawns slept (sleep recovered to 67/86/51),
  thoughts active (1-2 per pawn — well_rested + ate_meal from Phase 7 cooked
  bread consumption), beds all back to available, no claim leaks
- Mood compute working (base 50 + thought modifiers); sulking transition
  ready but didn't fire — would need misery accumulation (Phase 9 Cold +
  Bleeding statuses) to drive mood < 25 sustained

Phase 8 followups for later phases:
- Sulking returns null (stand still); Phase 17 may add Wandering soft-break
  that issues a random-walk job
- Bed ownership (_owner_pawn) reserved but not used in Phase 8 — Phase 17
  may add 'bedrooms' where each pawn claims a specific bed
- _tick_sleep's using_bed local-var reset pattern is correct but fragile;
  cleanup pass when status interrupts (Phase 9) wire into the eat/sleep
  cancellation path

Delegation report this phase:
- Agent A: Bed entity (buildable, quality-tinted, claim/release)
- Agent B: Pawn.sleep + SleepProvider + KIND_SLEEP toil + JobRunner._tick_sleep
- Agent C: Thought + ThoughtCatalog + Pawn mood/sulking + Decision Layer 1
  + JobRunner thought hooks in _tick_eat / _tick_sleep
- Opus: scene wiring + 3 beds in demo seed + MCP runtime verification

~75% of Phase 8 GDScript was subagent-authored.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-11 13:21:15 +01:00
61dcf6760b Phase 7 — Crops, hunger, eating, cooking chain (grain → flour → bread)
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>
2026-05-11 11:38:47 +01:00
0cd7f809a7 Phase 6 — Recipe / Bill / Workbench / CraftingProvider / Quality / Skills
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>
2026-05-10 23:52:41 +01:00
96f4982dd3 Phase 5 cabin polish — door, floor, interior crate, double-render fix
Make the demo cabin readable as a real building so the rendering pattern
is solid before Phase 6+ adds more building types.

Demo seed (world.gd._seed_phase5_demo_buildings):
- 8×6 stone cabin at (44, 23) — 23 walls (perimeter minus door slot) +
  1 door (south wall centre at (47, 28)) + 24 wood-floor designations
  for the interior. ConstructionProvider picks them all up; pawns build
  the whole thing.
- One pre-built crate inside at (50, 24) so the interior reads as a
  furnished room on first frame.
- Two external stockpile-target crates unchanged at (17, 60) / (18, 60).

Door visual rewrite (door.gd):
- Was the old 16×24 bottom-anchored shape that encroached on the cell
  above. Now fits strictly within its 16×16 tile, matching the wall's
  3/4 band layout (5 px lit lintel + 11 px shaded frame + inset panel
  + hinge dot). Door and walls now share a top horizon line so they
  line up visually.

Designation gained TOOL_BUILD_DOOR + atlas mapping; world.gd's
_on_designation_added now branches on build_door to spawn a Door entity.

THE DOUBLE-RENDER BUG (caught by MCP inspection):
- World.mark_floor_tile stamps the Floor TileMap with atlas (2, 0) which
  is *stone-grey* in the placeholder atlas, regardless of material name.
- The Floor TileMap layer was visible=true with z_index=1, so it drew
  ON TOP of the brown Floor entity sprites underneath.
- Result before fix: interior tiles looked gray-stone, not wood.
- Fix: set Floor TileMap layer visible=false (data-only, same as Wall).
  Entities own the visual; the TileMap retains tile-level data for
  Phase 13's room detection + Phase 16's save format.

Pattern locked for future building types: 'render at entity level,
TileMap layers are data-only'. Phase 13's roof and any future wall
materials follow the same template.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 22:46:27 +01:00
6d04c8229b Phase 5 visual polish: real 3/4 walls, bigger cabin, subtle grass
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>
2026-05-10 22:30:40 +01:00
f82807ff3d 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>
2026-05-10 22:11:40 +01:00
91bceeebe8 Phase 4 — Trees, Rocks, Items, Stockpiles, Hauling
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>
2026-05-10 21:32:39 +01:00
5bf0f51efb Phase 3 — Decision pipeline + JobRunner + RestProvider + save round-trip
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>
2026-05-10 21:05:50 +01:00
cd265b87c0 Phase 2 — Pawn, pathfinder, click-to-select / click-to-move
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>
2026-05-10 20:47:08 +01:00
836dfdd716 Phase 1 — 80² world, 6-layer TileMap, camera rig, tick loop, speed UI
World scene (scenes/world/world.{tscn,gd}):
- 6 TileMapLayer nodes per architecture.md split: Terrain (0), Floor (1),
  Wall (2), Designation (3), Roof (4, hidden), Fog (5, hidden).
- Placeholder tileset built at runtime via Image/ImageTexture — 4 colored
  16×16 tiles (grass/dirt/stone/dark-stone) with subtle borders. No PNG
  import dependency for Phase 1; real ElvGames tiles wait for Phase 5.
- Procedural 80×80 grass fill + 8×8 stone-ring landmark at (36, 36) on
  Wall layer to prove wall-over-terrain rendering.
- Calls camera_rig.set_world_bounds() once map dimensions known.
- ElvGames source PNGs (FG_Grounds, FG_Fortress, FG_Forest_Spring) copied
  to art/tiles/ but not yet referenced — they land in Phase 5 with the
  custom-authored wood-wall variants.

Camera rig (scenes/world/camera_rig.{tscn,gd}, 114 lines, gdscript-refactor):
- Pinch-zoom via InputEventMagnifyGesture + mouse wheel (clamped 0.5×–4×)
- Drag-pan via touch / mouse-left-held (delta divided by zoom for feel)
- Double-tap-centre with 300 ms / 16 px window, Tween-animated 200 ms ease
- set_world_bounds(rect) sets Camera2D limit_* with 32 px bleed
- No follow-cam; selection persists across pans

Tick loop (autoload/sim.gd):
- Time-accumulator pattern in _process: _accum += delta * SPEED_FACTOR
- Drains in TICK_INTERVAL_S chunks emitting EventBus.sim_tick(n)
- set_speed() resets _accum to 0 (no burst-ticks after pause) and emits
  EventBus.speed_changed(int). Boot default = NORMAL.
- Audit.log on every speed transition for runtime diagnostics.
- Early-return guard against redundant set_speed calls.

EventBus (autoload/event_bus.gd):
- New signals: sim_tick(tick_number: int), speed_changed(new_speed: int)

Top bar (scenes/ui/top_bar.{tscn,gd}, ~70 lines, gdscript-refactor):
- CanvasLayer (layer=10) → 4 speed buttons + tick label
- Keyboard shortcuts wired via _unhandled_input (pause / 1 / 2 / 3)
- Active button highlighted via modulate
- focus_mode = 0 on all buttons so Space doesn't get eaten by focused-button
  activation (the standard Godot UI quirk where Space fires the focused
  button's pressed signal)

i18n (autoload/strings.gd):
- 5 new keys: speed.pause/normal/fast/ultra, hud.tick (template with {n})

Main bootstrap (scenes/main/main.{tscn,gd}):
- World + TopBar instances replace the Phase 0 placeholder Camera2D + Label
- Root remains Node2D (Phase 0 polish landed)
- _ready() keeps autoload existence asserts; smoke-string lookup retired

Indoor tint shader (art/shaders/indoor_tint.gdshader):
- Stub: tint_strength = 0 pass-through. Phase 13 attaches to Floor layer
  material and drives strength from the Layer-4 Roof flag.

Acceptance: MCP-verified via play_scene + get_game_screenshot. 80² grass
field renders, stone ring visible centred, top bar buttons render, tick
counter updates, Sim.set_speed works (confirmed by execute_game_script
forcing PAUSE — tick froze and Audit.log emitted the transition line).

Follow-up: MCP's simulate_key / simulate_mouse_click bypass the
_unhandled_input path and the Button.pressed signal — events don't reach
the handler. Code works fine via real user input in the editor's Play
window; this is an MCP routing quirk, not a Phase 1 bug. Documented as
a known limitation when scripting input tests.

Delegation report this phase:
- gdscript-refactor (Sonnet) #1: tick loop body + EventBus signals + top
  bar UI scene/script + i18n keys. ~3 file mods + 2 new files. Headless-
  validated by the subagent.
- gdscript-refactor (Sonnet) #2: camera rig scene + script. 2 new files,
  114 lines GDScript. Headless-validated by the subagent.
- Opus: world scene + procedural tileset + map fill + integration into
  main.tscn + MCP-driven runtime verification.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 20:37:02 +01:00
18fb784e76 Make main scene root Node2D so editor defaults to 2D view
Plain 'Node' root causes Godot to open the scene in 3D perspective
view because the engine can't infer the intended dimension. Node2D
root is the right default for our 2D project; the editor opens in
2D view automatically.

Confirmed via MCP get_editor_screenshot — Phase 0 verification was
landing in 3D editor view because of this.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 20:19:09 +01:00
9d49f94553 Ventilatore wolf scan: confirmed no canines anywhere
Researcher (Haiku) scanned all 6 Ventilatore packs (Premium, Castles
and Fortresses, Medieval Interiors, Desert Oasis, Snow Adventures,
Turning of the Seasons). The bundle is character + terrain + decoration
only — no animal/creature sprites at all except player + slimes.

Wolf options now narrowed to: commission, CC0 source, or recolor-a-dog
placeholder until Phase 10. Ventilatore-search sub-option closed.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 20:14:10 +01:00
57d7d626cf Lock wall-material decision: wood + stone, custom-authored
Wood walls (early game) custom-authored on top of FG_Houses warm-brown
timber palette to preserve the Stardew-cabin warmth that's the project's
aesthetic anchor. ~½ day of pixel art for corner/T/cap/cross variants.

Stone walls (upgrade material) imported from FG_Fortress autotile-solvable
as-is. Both materials plug into the same WallMaterial enum / construction
pipeline. Phase 5 estimate bumped from 2-3 wks to 2.5-3.5 wks.

Phase 1 wall-rendering test now specified: use FG_Fortress as the
drop-in test material; wood walls land in Phase 5 alongside the
authoring task.

Iconic Homestead $19.99 fallback formally not needed.

memory.md decisions table now includes the wall locks; the original
3-option open question collapsed to a back-reference. art.md got a
new 'Wall-material decision' section replacing the options block.

Wolf-sprite question still open; Ventilatore search dispatched.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 20:13:22 +01:00
128294c14f Phase 0 scaffold + asset audit findings
Project scaffold:
- project.godot at repo root, GL Compatibility renderer (max mobile reach),
  pixel-snap on, texture filter nearest, sensor_landscape orientation
- 7 autoloads: World, Sim, GameState, EventBus, Strings, Audit, SaveSystem
- scenes/main/main.{tscn,gd} smoke-test scene with autoload assertions
- Folder layout matches tavernkeep idiom: autoload/ at root, scripts
  co-located with scenes/ (not the scripts/autoloads/ mirror originally
  sketched in implementation.md)
- Input map: pause, speed_cycle, speed_normal/fast/ultra, confirm, cancel.
  Mobile gestures (pinch/drag/long-press) handled at script level via
  Godot's InputEventScreenTouch/Drag/MagnifyGesture.
- SaveSystem skeleton: SAVE_VERSION=1, JSON to user://save_slot.json,
  version-mismatch warning. Phase 3 expands to real entity state.
- icon.svg placeholder (cabin silhouette on dark green field)
- README.md points at memory.md / implementation.md / docs/

Headless verification: 'godot --headless --path . --quit' exits 0,
'[main] Phase 0 smoke test online.' prints, no errors. Editor-side
green-dot check still pending — needs human launch of editor.

Asset audit (researcher Haiku, 2026-05-10):
- FG_Houses.png NOT autotile-solvable — pre-built decorative house
  compositions, 4 distinct roof palettes, no modular wall family.
  ~½–1 day per material to author terrain bits on top.
- FG_Fortress.png IS autotile-solvable — ~20–30 modular tan-stone
  pieces. Wang-style Godot 4 terrain works with minimal extra art.
  Iconic Homestead $19.99 fallback not needed.
- No wolf sprite anywhere in the bundle. EvoMonster packs all
  cute/fantasy. Need commission, CC0 source, or Ventilatore check.
- Retro Graveyard 16x16 [Kingdom Explorer] confirmed in Tier 3 with
  full graveyard suite — direct use in Phase 14.

New open questions surfaced in memory.md:
- Player-built wall material strategy (3 options laid out)
- Wolf sprite acquisition path (Phase 10 blocker)

Project move:
- Repo physical location moved from ~/claude/projects/rimlike to
  /mnt/d/godot/rimlike (D: drive, fast for Windows-side editor).
- Symlink at the original WSL path preserves the home-CLAUDE.md
  layout convention. Mirrors tavernkeep's pattern.
- Set core.filemode=false to silence DrvFs's everything-is-0777
  false-positive on git diff.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 20:09:11 +01:00
daf26ed27a Add phased implementation plan (docs/implementation.md)
21 phases from clean-slate to MVP, dependency-ordered with each
phase ending in a runnable demo state. Includes:

- Pre-implementation audit (the 75-min asset checks from memory.md)
- Phases 0–20 with checklist + acceptance criteria + spec-doc refs
- Two DECIDE points (Phase 13 big-room UX, Phase 19 onboarding)
- Out-of-scope list (procgen, biomes, butchering, surgery, etc.)
- Scope-cut levers ranked by gameplay-cost-per-week-saved
- De-risking spikes per phase
- Wired into memory.md index + session log; current Status =
  Phase 0 (gated by the 75-min audit)

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 19:53:39 +01:00
c5dadedab0 Bump MVP map to 80², lock world-view camera, resolve doc rot
Resolves the rimlike docs audit. Decisions made this session:

- Map: 40² → 80² for MVP slice; architecture sized to ~120² ceiling.
  Pawn count unchanged (3 start / 6 cap) — 'split-the-difference'
  sizing rather than frontier-feel scale.
- World-view camera (locked): pinch + drag-pan + double-tap-centre.
  Storyteller alerts include 'Go there' tap. No minimap, no
  follow-cam in MVP. New ui.md section captures this.
- Storyteller cooldowns: per-event AND per-category — both gates
  must pass. Resolves design.md/architecture.md disagreement.
- MAX_STACKS_PER_THOUGHT = 5 (was named-but-unset).
- Hauling no-destination fallback: drop after 3 retry passes,
  surface a passive 'No stockpile accepts X' alert.
- Container all-neighbors-blocked: hold then drop after ~5 sim s
  to avoid deadlock.
- Auto-roof big-room UX: emits room_too_large signal when BFS hits
  the ≤8-cell cap; UI surfaces a 'split with an interior wall'
  banner. Threshold + exact wording added to memory.md TODOs.

Doc rot cleaned in design.md and architecture.md: removed the stale
'8 work categories' intermediate sections (canonical 9-list lives
later in each file). Updated architecture.md perf claims for the new
map size.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 19:45:29 +01:00
d233cef12f Wire Godot MCP Pro and tiered subagents (mirrors tavernkeep) 2026-05-10 19:26:54 +01:00
8c159812a0 Initial scaffold
Promoted from ~/claude/ideas/rimlike after a single multi-hour brainstorm
session. memory.md distilled from plan.md; companion design / architecture /
ui / art docs preserved under docs/.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 19:19:19 +01:00