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Author SHA1 Message Date
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