Three gdscript-refactor agents in parallel + Opus integration.
Entities (scenes/entities/, Agent A — 3 scripts + 3 .tscn, ~460 lines):
- item.gd: 16-type StringName registry (matches design.md filter chips);
Node2D + _draw() colored square + stack-count badge; to_dict/from_dict
- tree.gd: class_name HarvestableTree (Godot 4 ships a built-in 'Tree'
Control class — renamed to avoid the shadow); CHOP_TICKS=80; on_chop_tick
advances progress, fells when complete, drops 3 wood items at tile +
walkable neighbours
- rock.gd: MINE_TICKS=120; angular polygon _draw; mined() drops 1 stone
Toil + provider extensions (scenes/ai/, Agent B — 4 files modified/added,
~250 lines):
- Toil: new KIND_INTERACT (timed entity action), KIND_PICKUP, KIND_DEPOSIT
- JobRunner: _tick_interact resolves NodePath, calls target.<method>()
each tick, marks done when is_choppable/is_mineable returns false;
_tick_pickup finds Item at pawn.tile, transfers to pawn.carried_item;
_tick_deposit places carried_item at pawn.tile + clears the
items_needing_haul dirty flag
- ChopProvider (priority=5): nearest choppable tree; Job=[walk_to + interact]
- MineProvider (priority=4): same for rocks
Hauling system (scenes/world/ + scenes/ai/, Agent C — 4 files, ~330 lines):
- StorageDestination: abstract Node2D base; Priority enum CRITICAL=0..OFF=4;
accepted_types (empty=wildcard); _filter_accepts() helper
- StockpileZone: concrete rect-region zone; _draw paints priority-tinted
overlay (z_index=-1); find_drop_position scans for free cells respecting
one-stack-per-tile rule
- HaulingProvider (priority=3): nearest dirty item × best destination →
4-toil job [walk → pickup → walk → deposit]; sweep_for_better_destinations
enables the priority cascade (items in lower-priority zones re-mark dirty
when a higher-priority destination opens up)
Opus integration (~200 lines):
- World autoload: trees/rocks/items/items_needing_haul/stockpiles registries
+ register/unregister methods; pathfinder reference exposed for entity
code (tree.fell needs is_walkable for neighbour drops)
- Pawn: carried_item slot + carry-indicator (small colored rect upper-right
of body) via queue_redraw in _on_sim_tick
- World scene: registers chop/mine/haul/rest providers; spawns 6 trees
(cluster east-north), 4 rocks (south-east), 2 stockpile zones (Zone A
wood-only NORMAL, Zone B wildcard HIGH); periodic
hauling_provider.sweep_for_better_destinations every 100 sim ticks
Acceptance — MCP-verified end-to-end (the full Phase 4 loop):
- 3 pawns boot, Decision picks chop (highest priority work), all walk to
nearest tree, chop in parallel (3× speed because all 3 call on_chop_tick
per tick). Trees fell, drop wood (18 items). Pawns move to rocks, mine,
drop stone (4 items). Total 22 items spawn.
- HaulingProvider routes wood + stone toward Zone B (wildcard HIGH > Zone
A's wood-only NORMAL). Pawns carry items one at a time, visual indicator
shows during transit. Items deposit, items_needing_haul dirty flag
clears.
- **Priority cascade test:** Zone A promoted from NORMAL to CRITICAL.
Manually-triggered sweep marks 3 wood items in Zone B for re-haul.
Within a few thousand ticks: Zone A has 5 wood (cascaded from Zone B),
Zone B has 4 stone only (wood left, stone stayed because Zone A rejects
stone). Filter + priority cascade working exactly per design.md spec.
Phase 4 gotchas (logged in implementation.md):
- 'Tree' shadows Godot 4's built-in Tree Control class — class_name had to
be renamed to HarvestableTree. Scene/file names stayed as 'tree' since
the game concept is still 'tree'; the rename only affects code-side
type references.
- draw_colored_polygon(points, color) takes a SINGLE Color, not a
PackedColorArray. Agent C had to be reminded; draw_polygon(points, colors)
is the variant that takes per-vertex colors.
- Godot's class-name cache lags behind file changes — a full editor scan
('godot --headless --editor --quit') is needed to flush. Even after
reload_project, type-annotation assignments can fail; duck-typed
variables ('var x = scene.instantiate()') sidestep the issue.
- JobRunner's _tick_deposit had to explicitly call
World.clear_item_haul_flag — the dirty set persisted otherwise and
items appeared 'needing haul' even after deposit.
Delegation report this phase:
- Agent A (Sonnet, gdscript-refactor): Tree + Rock + Item entities + i18n
keys. ~460 lines.
- Agent B (Sonnet, gdscript-refactor): Toil extensions + JobRunner handlers
+ ChopProvider + MineProvider. ~250 lines.
- Agent C (Sonnet, gdscript-refactor): StorageDestination + StockpileZone
+ HaulingProvider with cascade sweep. ~330 lines.
- Opus: World autoload extensions (entity registries + pathfinder ref),
Pawn carry slot + visual, world.tscn/gd wiring, the Tree rename, the
draw_colored_polygon fix, the dirty-set-clear fix, MCP-driven runtime
verification including the full chop-mine-haul loop and the priority
cascade demo.
~75% of Phase 4's GDScript was subagent-authored.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
AI core (scenes/ai/, 5 new files from 3 gdscript-refactor agents in parallel):
- job.gd (59 lines, Agent A): Job class, RefCounted, label + toils + cursor +
to_dict/from_dict round-trip
- toil.gd (76 lines, Agent A): Toil class, RefCounted; kinds WALK/WAIT/IDLE;
factories walk_to/wait_ticks/idle; Vector2i stored as to_x/to_y ints
because Godot 4 JSON.stringify doesn't round-trip Vector2i
- work_provider.gd (27 lines, Agent A): abstract base, class_name, @export
category/priority, find_best_for() with push_error subclass guard
- job_runner.gd (186 lines, Agent B): Node-derived runner; setup/start_job/
cancel_job/tick; WALK toil delegates to pawn.walk_along_path on first
encounter (sets data.started=true), listens for walk_completed signal;
WAIT decrements ticks_remaining; IDLE never completes; full to_dict/from_dict
- decision.gd (50 lines, Agent C): static pick_next_job(pawn, providers); 5
layers (incapacitation/forced/status/work/idle); layer 1 probes via
has_method to stay future-proof for Phase 9
- rest_provider.gd (31 lines, Agent C): extends WorkProvider; @export rest_tile;
returns [walk_to(rest_tile), idle()] Job
Integration (Opus):
- pawn.gd: added forced_job slot, job_runner ref, _orchestrate_ai called
before _advance_walk on each sim_tick. Calls Decision when forced_job is
queued OR when idle — was a bug initially (only-on-idle never preempted
the never-completing IDLE toil); fixed and caught via MCP runtime test.
Added to_dict/from_dict for save round-trip; captures tile, _path,
_step_progress, _selected, forced_job, job_runner via their serializers.
- selection.gd: rewrote to build a forced-job [walk_to + idle] and set
pawn.forced_job; Decision preempts current job on next tick.
- world.tscn/gd: instantiates RestProvider as child (rest_tile = (50,50)
just outside the stone ring's south-east, reachable from all 3 spawn
tiles); registers via World.register_work_provider; attaches a JobRunner
child to each spawned pawn and wires setup(pawn, pathfinder).
- world.gd autoload: added work_providers list + register/clear methods.
- save_system.gd: write_save walks World.pawns calling to_dict; apply_save
zips dicts to pawns by index (Phase 16 will add stable IDs).
- main.gd: bootstrap log line bumped Phase 2 → Phase 3.
Acceptance — MCP-verified end-to-end:
- 3 pawns boot, Decision assigns each Rest, JobRunner starts each,
all 3 walk to (50,50) on different paths (40/35/30 steps based on
detour around the stone ring), arrive and idle.
- Force Bram to (10,10) via pawn.forced_job; preempt fires:
[decision] Bram: forced 'Go to (10, 10)'. Bram walks while Cora/Edda
stay parked.
- Mid-walk save round-trip (the critical Phase 3 acceptance):
- Paused Bram at (51,10) walking to (70,70) with 79 path steps remaining
- SaveSystem.write_save() → SaveSystem.apply_save(read_save()) after a
mutate-to-(0,0)-with-no-path round-trip
- Restored Bram exactly: tile=(51,10), _path.size=79, walking=true,
job='Go to (70, 70)' at toil_idx=0 (WALK toil with data.started=true)
- Resumed sim → JobRunner's WALK toil saw started=true and did NOT
re-call walk_along_path; the pawn's restored _path continued the walk
naturally → reached (70,26) with 44 steps remaining, still on the
same job. The architecture.md 'mid-toil suspend safe' contract is
provably honored.
Phase 3 gotchas (logged in implementation.md):
- Class-name registration timing bit again (Phase 2 gotcha). Workflow:
agent writes class_name file → MCP reload_project → headless validate.
- Forced-job preempt requires triggering Decision when forced_job != null,
not just when idle (IDLE toil never completes).
- execute_game_script + await Engine.get_main_loop().process_frame is
flaky — MCP auto-recovers but the script's last lines may be lost.
Workaround: split state-inspection into a fresh execute_game_script.
Delegation report this phase:
- gdscript-refactor (Sonnet) Agent A: Job + Toil + WorkProvider abstract
base. 3 files, 162 lines.
- gdscript-refactor (Sonnet) Agent B: JobRunner with toil-execution match
+ walk_completed signal handling + full save round-trip. 1 file, 186
lines.
- gdscript-refactor (Sonnet) Agent C: Decision pipeline + RestProvider.
2 files, 81 lines.
- Opus: Pawn integration (forced_job slot, orchestration, to_dict/from_dict),
Selection rewrite, world.tscn/gd wiring, World autoload work_providers
list, SaveSystem extension, MCP-driven runtime verification including
the mid-walk save round-trip demo, gotcha logging.
~70% of Phase 3's GDScript was written by subagents.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>