Commit graph

36 commits

Author SHA1 Message Date
d9638a4ea4 fix six critical bugs from audit sprint
save/load round-trip: workbench bills, crop static-method, bed owner,
wolf target now all survive reload via Bill.from_dict reconstruction,
_spawn_crop using setup(), and a new _post_load_resolve_references pass.

PlantProvider: sow path added; consumes 1 grain on a TILLED crop tile.

CraftingProvider: ingredient2 supported via new KIND_DEPOSIT_AT_WB toil
and Workbench.deposited_inputs buffer. Cremation pyre now actually
consumes wood.

HaulingProvider: per-item haul_retry_count + haul_rejected after 3
orphan passes; new EventBus.stockpile_layout_changed resets rejects on
any player stockpile edit.

Storyteller: 14 stubbed event effects implemented. New buff registry
(add_buff/get_buff_multiplier/has_buff, day-prune, save/load) drives
seasonal/resource events. New request_pawn_spawn signal + WANDERER
table for arrivals. New SICK status + 3 mood thoughts.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-16 18:06:55 +01:00
5a6ec53b12 Tree growth: dedicated stage atlas + tuned WildGrowth rate
Sub-mature stages (0/1/2) now use FG_Tree_Stages.png (a 128×32 atlas
with 8 progressively-larger tree cells from the bundle's "Crops with
Stages 03" pack). Stage 0 = tiny sprout (col 0), Stage 1 = small
leaf (col 1), Stage 2 = small tree (col 3). Stage 3 (Mature) keeps
the existing 64×80 seasonal canopy atlases.

Visually distinct progression replaces the previous scale-down-the-
mature-texture placeholder + procedural sapling dots.

WildGrowth pacing tuned: INTERVAL 1200 → 3000, PROBABILITY 0.30 →
0.12, LIMIT 60 → 80. Previous values flooded the map with saplings
within ~30 seconds of 12× play. New rate gives a slow but visible
regrowth over a season at default speed.

_draw simplified: removed procedural sapling fallback (atlas handles
all stages now). Pending-plant ghosts get the alpha tint via
sprite.modulate.
2026-05-16 16:42:38 +01:00
d98d2c2425 Renewable resources: tree growth + WildGrowth + Quarry on BigRockNode
Trees: 4 growth stages (Sapling→Young→Growing→Mature), only Mature
yields wood. WildGrowth ticker fires every in-game hour; rejection-
samples grass tiles and plants a sapling with ~30% probability (capped
at MAP_TREE_LIMIT=60). New `paint_plant_tree` designation lets the
player manually plant — ghost sapling registered as a build_site that
ConstructionProvider fulfils. Stage round-trips through save/load.
Initial seed mixes 4 saplings + 6 mature so growth is visible day 1.

Quarry: new BigRockNode entity (2×2 permanent stone outcrop, never
depletes). 3 nodes seeded far from cabin. New QuarryWorkbench
(extends Workbench, auto-FOREVER `quarry_stone` bill, recipe drops
1 stone per 300 work-ticks). New `paint_quarry` designation only
accepts BigRockNode tiles. CraftingProvider now supports recipes
with `ingredient_count == 0` — skips ingredient-fetch and goes
straight to walk+craft toils. Recipe gains `ingredient_count` field
(defaults 0). Save/load layering: big_rock_node spawns at priority 0
(same as rock/tree), quarry_workbench at priority 2 (after the node).

UI: Plant tree + Build quarry buttons added to Build drawer.
build_drawer_thumb gains `plant_tree` (sapling sprout in dirt) and
`paint_quarry` (stone block + chisel + cut-stone pile) shapes.
inspect_tooltip recognises BigRockNode + shows tree growth stage on
hover.

Delegation: gdscript-refactor (Sonnet ×2) for trees full impl +
quarry skeleton; quick-edit (Haiku) for CraftingProvider no-ingredient
plumbing + TopBar polish; integration handled on Opus.
2026-05-16 16:36:16 +01:00
413054157a Distinct icons for wheat / corn / potato / strawberry harvests
Wheat + corn both produce TYPE_GRAIN; potato + strawberry both produce
TYPE_VEGETABLE. Until now they rendered identically (yellow stalks for
both grains, green-leafed root for both vegetables) since shape was
driven by item_type alone.

Added an Item.subtype field that carries the origin crop_kind through
harvest. draw_item_shape dispatches on subtype FIRST then falls back
to item_type — so storage filters (which match on item_type) still
treat wheat+corn as one Grain category and potato+strawberry as one
Vegetable category, but the visuals are now distinct.

New procedural shapes:
- wheat: 3 yellow stalks with grain-heads (same as existing grain)
- corn: yellow cob with kernel dots wrapped in green husk leaves
- potato: 2 brown overlapping lumps with sprout-eye dots
- strawberry: red heart-shape body with green calyx + yellow seeds

Crop.on_harvest_tick assigns subtype = crop_kind on spawn.
SaveSystem._spawn_item now round-trips subtype through saves.
Pawn carry indicator + Item._draw both pass subtype to draw_item_shape.
2026-05-16 15:52:31 +01:00
c7f97e2c7a Carry indicator: draw the actual item shape, scaled down
Pawns hauling items previously showed a 7×7 hue-coloured square — no
hint of what they were actually carrying. Now the carry indicator
calls Item.draw_item_shape(self, type) at 0.55× scale (~7px effective),
positioned at the pawn's upper-right (chest-height).

Refactor: _draw_item_shape (instance method) → Item.draw_item_shape
(static, takes a CanvasItem target). Item._draw() and Pawn._draw()
both call it. Also added shapes for the 5 atlas-backed types (wood /
stone / plank / iron_ore / gold) so the carry indicator works for
mining + carpenter outputs too — the on-floor visual still uses the
bundle atlas via the Sprite2D child.
2026-05-16 15:46:13 +01:00
ab4d62889b Procedural shapes for unmapped item types (no more magenta squares)
Items without an atlas entry were rendering as a hue-hashed coloured
square — bread/grain/vegetable hashed to pink-magenta, indistinguish-
able from a missing-texture placeholder.

Added _draw_item_shape() dispatcher with category-appropriate silhouettes
for: bread (brown loaf), grain (wheat stalks), vegetable (root with
leaves), flour (cream sack), meal (wooden bowl with steam), meat (red
steak with marbling), cloth (blue pleated bolt), medicine (white phial
with red cross), tool (hammer), weapon (sword), armor (helmet),
stone_block (pale brick), copper_ore (copper chunks), silver (silver
nuggets), ash (grey pile with smoke).

Hue-hashed fallback retained for safety but should be unreachable now
that every ALL_TYPES entry is handled by either _ITEM_SPRITES or
_draw_item_shape.
2026-05-16 15:38:45 +01:00
bdd435202d Workbench bill editor — tap a workbench, see/edit bills
Tap-to-select chain extended to workbenches (pawn always wins on shared
tile). Mutually exclusive with pawn selection via EventBus —
selecting one clears the other.

New WorkbenchPanel (scenes/ui/workbench_panel.gd, ~432 LOC, layer 18,
right-anchored 360 px) mirrors PawnDetailPanel shape. Bill rows expose
recipe name, mode (FOREVER / COUNT / UNTIL_N), target count, completed
progress, pause, and remove. Add-bill popup filters RecipeCatalog.all()
by accepted_skill so a Hearth only offers cooking recipes.

Supporting plumbing:
- EventBus.workbench_selected / workbench_deselected signals.
- Workbench.remove_bill() — interrupts mid-craft cleanly via
  on_craft_interrupted() before erasing.
- RecipeCatalog.all() static enumerator + Recipe.display_name() helper.
- World.workbench_at_tile() lookup.
- i18n keys ui.bill.* and ui.workbench.* in strings.gd.

Closes the deferred Phase 17 "Bill UI for workbenches" item. Player-
built workbenches are now functionally configurable; before this
landed, only world.gd-hardcoded bills worked.
2026-05-16 00:29:46 +01:00
c97ada80d7 Procedural workbench redraws + 3-season tree variety
Workbenches: replace atlas sprites (which read as chest-of-drawers,
candle base, kitchen stove, cushion stack) with procedural _draw_ methods
following CremationPyre._draw_pyre's pattern. Carpenter shows a wood bench
with saw + log slabs; Smelter a stone furnace with smoking chimney; Hearth
a tall h=2 stone fireplace with arched opening + log fire; Millstone a
wood frame supporting a round grindstone wheel.

Trees: add Summer + Fall atlases alongside Spring (12 visual variants
from 4 silhouettes × 3 seasons). Selection hash mixes season independently
so neighbouring tiles don't all share the same palette.
2026-05-15 20:22:55 +01:00
c93f889ff1 Crop sprites — atlas art + four growable kinds
Replaces the procedural stem-and-circle draw with an ElvGames atlas-backed
Sprite2D. Crops now pick a per-kind 64×32 (or 80×32) sheet from
art/sprites/crops/ and slice cols 0..3 across the SOWN..READY stage range
(TILLED keeps the bare dirt rect). The plant sprite is anchored so its
bottom edge sits at the tile bottom, matching the tree convention.

Four kinds wired in: wheat, potato, corn, strawberry. The boot demo's
crop patch now plants one column per kind so all four show up in the
spring start state. Harvest outputs map: wheat/corn → grain,
potato/strawberry → vegetable.

Tooltip already capitalises crop_kind so 'Corn' / 'Strawberry' show
through with no UI change.
2026-05-15 19:39:57 +01:00
f67c12c51f Clear designation tile-highlight when jobs complete
Each entity completion handler (wall/floor/door/bed/torch/workbench/crate
/tree/rock/big_rock/grave_slot) now calls World.clear_designation_at(tile)
so the orange/blue/etc. highlight overlay disappears with the job.
BigRock iterates its footprint to clear all four tiles.

World.designation_ctl is set during the scene boot wire-up; the helper
no-ops when the controller is absent (e.g. headless tests).
2026-05-15 19:31:55 +01:00
c78962a432 Bed sprite — replace FG_Interior atlas with procedural top-down view
The old FG_Interior atlas coords (32,22)/(35,22)/(38,22) were misidentified
in the 2026-05-12 visual pass — they're actually side-on chairs with
cushions, not beds. Player reported the sprite is confusing and they
can't tell where the bed actually is.

New 1×2 procedural draw at the bed entity's anchor (foot tile, anchor at
bottom; sprite spans local Y -32..0):

* Wood frame outline (dark + light pass for depth)
* White pillow at the head with subtle underside shadow
* Saturated coloured blanket — three variants (warm tan / cool blue /
  rose) picked by deterministic hash from tile, so the same bed stays
  the same colour across boots and saves. Saturation tuned to survive
  the cabin's torch-lit CanvasModulate warm tint.
* Sheet fold + foot board accent at the foot tile for top-down depth cue
* Medical cross overlay sits on the pillow region (preserved from the
  prior atlas-era position, retargeted to the procedural coords).

Drops _BED_TEX / _BED_VARIANT_COORDS / _BED_TILE_W/H constants and
_build_sprite() helper. setup() now just snaps position and queue_redraws
— no Sprite2D child to manage. Existing saves load cleanly: any legacy
"Sprite" child from a pre-procedural save is queue_free'd in setup().

Verified visually: three cabin beds render with distinct colours (tan /
pink-medical / blue). Each silhouette clearly reads as "bed" at the
default zoom.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 19:19:29 +01:00
d819c13a9d Phase 18 — Audio (music director + SFX catalog + bus wiring)
Adds an AudioManager autoload with three buses (Master, Music routed to
Master, SFX routed to Master), a small catalog of looping music + one-shot
SFX, and a single persistent AudioStreamPlayer for the music director.

Music
* Day and night loops swap on Clock.phase_changed (night during the night
  phase, day everywhere else). Tracks pulled from Retro Farming Music 1
  (day) and Cozy Melodies Pack 1 (night), both loopable OGG.

SFX
* Tree.fell, Rock.mined, BigRock.mined → tree_fell / mine_tick.
* EventBus.pawn_took_damage → combat_hit (Sword Pack 1).
* EventBus.storyteller_event_fired → ui_confirm sting.
* EventBus.alert_added → ui_click.
* play_sfx is rate-limited per key (80ms cooldown) so fast-sim doesn't
  saturate the mixer.

Settings + suspend
* SettingsMenu master/music/sfx sliders now live-bind to the bus dB via
  Audio.set_*_linear (linear → dB internally, 0 → -80dB silence). The
  ambient slider is intentionally unwired; no ambient bus this pass.
* NOTIFICATION_APPLICATION_PAUSED + FOCUS_OUT mute the Master bus to
  match the existing "no background sim" rule. Resume + focus restore it.

Bundle housekeeping
* Two zipped packs in the ElvGames bundle (Cozy Melodies Pack 1, Retro
  Farming Music 1) extracted in place to keep pack identity intact for
  the license/credits string. 8 OGG files curated into audio/ at ~5.3MB.

Verified end-to-end via MCP runtime: buses online, day_loop plays at
boot, manual phase swap day→night→day round-trips, slider linear→dB
mapping correct (0.5 → -6.02dB, 0.0 → -80dB), tree_fell SFX triggers.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 18:54:36 +01:00
a4163ba222 Chop/mine designation gate + reachability gates on Doctor & Eat
Player reported pawns ignoring chop designations. Root cause:
ChopProvider/MineProvider iterated World.trees/World.rocks
unconditionally — paint set a null sentinel and never touched the entity,
so designation was cosmetic only. Pawns auto-chopped nearest unfelled tree.

* Added chop_designated: bool to Tree, mine_designated: bool to Rock and
  BigRock (footprint-aware: paint on any of the 4 footprint cells flags
  the boulder). Save/load round-trips the flag.

* world.gd._on_designation_added 'chop'/'mine' cases now find the entity
  at the painted tile and flip the flag. _on_designation_cleared inverts.

* Boot seed auto-designates SAMPLE_TREES / SAMPLE_ROCKS / SAMPLE_BIG_ROCKS
  so the cabin demo still produces wood + stone end-to-end without
  requiring the player to paint first.

Also from the same audit (researcher mapped all 11 WorkProviders):

* DoctorProvider + EatProvider now pre-check reachability with
  pathfinder.find_path before issuing a job, mirroring HaulingProvider's
  pattern. Previously they handed out doomed walks that JobRunner had to
  cancel, busy-spinning at 20 Hz.

Verified end-to-end via MCP runtime: undesignated tree/rock returns null
from provider; paint flips the flag and provider returns a chop/mine job;
un-paint clears the flag; BigRock footprint paint works on any of the 4
cells.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 14:53:50 +01:00
922f269a6c Bug-triage patch — fix torch builds, idle-pawn traps, floor render order
Three playtest-reported bugs fixed out-of-phase before Phase 18:

* Furniture build-queue gap: Torch / Bed / Crate / Workbench / CremationPyre
  were missing World.register_build_site(self) in _ready, so newly-painted
  designations never entered ConstructionProvider's iteration. The seeded
  cabin pre-built everything via _spawn_complete_* helpers, masking the gap
  until a player painted a fresh furniture designation.

* Wall-trap regression for bystanders + walk-through pawns: Wall._complete
  now dislodges any pawn on the tile via new Pathfinder.find_nearest_walkable
  BFS helper; Pawn._advance_walk re-checks next tile walkability before
  stepping, aborts walk + cancels job + lets Decision reroute. Phase 6's
  adjacent-stand fix only protected the BUILDING pawn.

* Floor / Pawn Y-sort ambiguity: Floor was anchored at tile-center
  (same Y as Pawn), so Y-sort tiebreak fell to scene-tree order and
  Floor (spawned later) drew over Pawn. Moved Floor origin to top-of-tile
  so Floor.y < Pawn.y under Y-sort; _draw rect offsets compensate.

All three verified via MCP runtime: torch built end-to-end, all 3 pawns
working on different jobs with no idle traps, pawn renders over floor.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 13:58:15 +01:00
745ab29c51 Door sprite — swap castle gate for 1-tile FG_Village cabin door
The previous 32×32 FG_Fortress arched gate at (4,19) was rejected as 'a
door for a entrance to a castle' — too imposing for a cabin's front door.

Pivot: FG_Village atlas (3, 24) — a single 16×16 olive-wood plank door
with a white U-handle, extracted from the red-roofed cottage template.
Sprite occupies one tile (no overhang, no rising lintel), bottom-anchored
the same as Wall so Y-sort layers pawns correctly.

Verified in MCP play_scene: the door slots cleanly into the demo cabin's
south-wall gap at (47, 28), matching the surrounding stone-brick wall
height. Ghost-alpha pipeline (0.4 in-build → 1.0 on _complete) intact.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-12 16:11:05 +01:00
ac21443037 Door sprite — swap procedural draw for FG_Fortress arched door
Closed wooden door with stone arch from FG_Fortress (4..5, 19..20) — a 32×32
sprite bottom-anchored on the door tile. The 2-tile-wide sprite extends 8 px
into each flanking tile so the stone arch merges into adjacent wall sprites,
and the lintel rises one tile above the door tile (Y-sorted, occludes pawns).

Ghost state stays at 40% alpha until build completes, matching the Wall/Bed/
Workbench convention. _draw() is now a no-op; the sprite handles everything.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-12 15:49:50 +01:00
7274ada5d1 Item sprites — swap procedural draw for tileset icons
Stone, iron ore, gold, wood, plank now render as ElvGames FG_Abandoned_Mines
sprites instead of hue-hashed coloured squares. Other types fall back to the
procedural square; quality border + stack count badge are layered on top of
whichever base renders.

Atlas coords picked from /tmp/item_finals.png + /tmp/wood_plank_alts.png:
  stone     (5, 33)   rock cluster with stone chunks
  iron_ore  (9, 33)   rock with silver chunks
  gold      (13, 33)  rock with gold chunks
  wood      (20, 13)  chunky brown log pile
  plank     (28, 18)  horizontal-grain plank stack

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-12 15:43:24 +01:00
c4f94fb543 Workbench sprites — swap procedural draw for tileset art per variant
- Carpenter → FG_Interior (24, 20) 16×32 wood cabinet w/ drawers
- Smelter   → FG_Marketplace (8, 30) anvil + hot metal
- Hearth    → FG_Interior (16, 32) stove w/ burners
- Millstone → FG_Interior (17, 40) wood barrel + procedural wheel overlay

Adds label_text setter so the sprite rebuilds idempotently whether the
caller assigns label before or after setup() (world.gd assigns after,
SaveSystem after). Setter also calls _maybe_build_light() to fix a
pre-existing Phase 11 bug where Hearth never built its PointLight2D
(label_text was still default when _ready fired).

Unrecognised label_texts fall through to _draw_generic so ad-hoc
workbench variants keep rendering.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-12 15:23:28 +01:00
0b09db9fd6 Wall: swap floor tile (1,1) for proper brick wall (13,4)
User flagged the current walls as looking off. Investigation: coord (1, 1)
in FG_Fortress.png is actually a tan stone FLOOR tile — no brick texture,
no capstone, no depth — which is why a row of them read as pavement rather
than a wall.

Swap to coord (13, 4): the middle column of a 3-tile-wide capped wall in
the autotile region. Used as a single non-autotile sprite, it shows a dark
medieval brick wall with a visible top cap, brick coursing, and mortar
shadow. The side-by-side simulation at /tmp/wall_rows.png makes the
difference obvious — capped brick reads as a real wall, the floor tile
reads as graph paper.

Phase 5 wall rendering stays non-autotile (every wall uses the same sprite
regardless of neighbours), so even at corners the cabin will read more
clearly as a stone structure. Autotile pass is a separate future task.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-12 14:55:49 +01:00
2396528034 Bed: replace procedural draw with 1×2 vertical bundle sprite
The procedural 3/4-perspective bed (16×16 box of stacked draw_rect calls)
gets replaced with a 16×32 single-column Sprite2D cropped from the ElvGames
House Interior tileset. The sprite spans the bed's tile plus the tile
immediately south — head with rounded pillow + frame in the bed tile, body
and wood foot rail in the foot tile. The foot tile stays walkable in the
pathfinder (Phase-4 simplification, matches small rocks).

Three variants chosen deterministically by tile hash so the same bed renders
the same colour across boots and saves:
  • (32, 22) brown wood frame
  • (35, 22) blue quilt
  • (38, 22) pink quilt
Crops are LEFT-edge columns of the 2-/3-wide bundle beds — visually verified
in /tmp/bed_candidates.png against MIDDLE/RIGHT alternatives. LEFT shows the
clearest pillow shape + visible wood frame in a single column.

Setup work (sprite, position, y-sort) now lives inside setup() not _ready()
because _ready fires inside add_child() before the caller passes in the real
tile — same lesson as BigRock. _build_sprite() is idempotent (drops the
previous Sprite child) so the save-load flow (factory.setup → factory
on_build_tick → from_dict.setup) re-creates the sprite without leaks.

_draw() now renders only the medical-cross overlay when is_medical is true
— sprite handles ghost alpha via modulate. _complete() solidifies the sprite
from 0.4 to 1.0 alpha. The quality-tinted procedural sheets are dropped;
quality still drives sleep mood, just not visual colour.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-12 14:49:05 +01:00
938e871bf1 Add BigRock: 2×2 mineable boulder with full mining/path/save support
A new entity for multi-tile rock formations. Same duck-typed contract as
single-tile Rock so MineProvider scans both transparently via World.rocks.

Differences from Rock:
  • Occupies a 2×2 footprint anchored at origin_tile (top-left).
  • Renders a single 32×32 Sprite2D drawn from the FG_Grasslands_Spring 2×2
    cluster sprites at (22, 3) brown and (30, 3) gray.
  • Blocks pathfinding on all four footprint tiles — pawns route around it.
  • MineProvider asks `rock.approach_tile_for(pawn.tile)` for the walk
    destination, so the pawn stands beside the boulder instead of trying to
    path into the blocked footprint. Rock returns its own tile (walkable);
    BigRock picks the nearest walkable perimeter neighbour.
  • Mining takes 480 ticks (4× Rock) and drops 4 stone, one per footprint tile.

All init work happens in setup() rather than _ready(): the calling pattern is
`add_child(big); big.setup(origin)`, and _ready fires inside add_child with
origin_tile still at its zero default — anything reading origin_tile from
_ready would stamp the pathfinder at the wrong tile.

Wired through SaveSystem: factory preload, spawn-priority tier 0 (same as
Rock — static structures spawn before pawns), and a `&"big_rock"` factory.

World seed adds two demo boulders near the small-rock cluster
(65, 58) + (56, 64) so the visual contrast is on-screen from boot.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-12 14:34:24 +01:00
725d3fb701 Rock: replace cluster-piece tiles with standalone single-tile boulders
The earlier coords (24,7), (28,7), (12,13) in FG_Grasslands_Spring.png are
autotile interior pieces — clipping their 16×16 windows produces sprites that
visibly continue beyond the tile edge, betraying the autotile cluster they
were cut from.

Replace with six clean single-tile boulders from the rock band (x=16..29 at
y=3 and y=5). Each has a green margin on all four edges, so they read as
proper standalone rocks. Two color families (brown + gray) × three sizes
(round / peaked / squat) gives more visual variety than before too.

Multi-tile big-boulder formations at (22..23, 3..4) brown and (30..31, 3..4)
gray are noted in the comment for a future BigRock entity.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-12 14:25:13 +01:00
2de5130ae0 Visual pass 2: tree + rock + stone wall sprite swaps
Replaces three procedural _draw() entities with bundle sprites:

- Tree: was draw_rect trunk + draw_circle canopy. Now Sprite2D using
  FG_Tree_Spring.png (64x80, 4 variants picked deterministically from
  tile coord). Bottom-anchored so trunk base sits at tile bottom, canopy
  rises into the cell above; y_sort_enabled so canopies tuck behind
  pawns south of the trunk. Chop-progress notch overlay retained.
- Rock: was draw_colored_polygon hex. Now Sprite2D reading from the
  existing FG_Grasslands_Spring.png decoration atlas at three eyeballed
  coords (2 gray boulders, 1 brown rock pile). Variant deterministic
  per tile. Mine-progress crack overlay retained.
- Stone wall: was procedural top-band + front-band + mortar lines. Now
  Sprite2D from FG_Fortress.png at (1,1) — clean tan-stone brick fill.
  Bottom-anchored (offset.y=-8) so the 16x16 sprite spans y=-16..0,
  matching the procedural draw box exactly. Ghost state via modulate.a.
  Wood walls still use procedural _draw_wood_wall — no clean 16x16 wood
  tile found in the bundle yet (Pixel Crawler Walls.png is 32x32, would
  need crop+rescale).

Asset additions:
- art/sprites/FG_Tree_Spring.png (Tier 1, Grasslands pack)
- FG_Fortress.png and FG_Grasslands_Spring.png were already in art/tiles
  from earlier passes; this commit just consumes them from new sites.

Headless boots clean, runtime verified: trees look like chunky pixel-art
trees with root flare, rocks read as real boulders, cabin walls show
proper brick texture.

License: all ElvGames Humble bundle — commercial OK with credit.
Credit-string compilation still open.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-12 14:19:06 +01:00
19d28ca9f8 Phase 16: Save/load full coverage + autosave + UI
Three-agent fan-out reusing the contracts-first pattern: Opus pre-wrote
World.clear_all + 4 EventBus signals (save_started/finished, load_started/
finished) before dispatch. Pattern proven across Phases 12/13/14/15/16.

Entity to_dict/from_dict + class_id tagging (Agent A):
- class_id tag added to all 18 entity to_dict methods for loader routing
- Missing pairs filled in: wolf, grave_slot, graveyard_zone, stockpile_zone,
  crate (from_dict). All defensive with d.get(field, default).
- Workbench round-trips label_text so Carpenter/Smelter/Millstone/Hearth/
  Pyre kinds survive reload
- BeautySystem + DirtinessSystem save_dict/apply_dict for sparse maps
- World.save_tilemap_layers / apply_tilemap_layers covering 5 layers
  (Terrain/Floor/Wall/Designation/Roof; Fog runtime-only skipped)

SaveSystem v2 rewrite (Agent B):
- SAVE_VERSION bumped from 1 to 2
- write_save(slot) pauses Sim, emits save_started, collects every entity
  via _collect_entities iterating all World registries, writes payload to
  user://save_<slot>.json
- apply_save full rewrite: pause sim → emit load_started → World.clear_all
  → apply autoloads (GameState/Clock/Weather/Storyteller) → apply tilemap
  layers → iterate payload.entities and dispatch to per-class factories
  → apply beauty/dirt maps → emit load_finished(slot, ok, real_seconds_away)
- Per-class factory registry: 18 class_ids dispatched to setup+add_child+
  from_dict patterns. CremationPyre detected via workbench.label_text == 'Pyre'
- Public slot API: save_to_slot/load_from_slot/has_save/delete_save/
  peek_save_metadata. Slots locked: &manual + &autosave

Autosave + UI + Resume toast (Agent C):
- autoload/autosave.gd — new Autosave autoload. Periodic every
  AUTOSAVE_INTERVAL_TICKS = 6000 (~5 in-game min at 20 Hz) + NOTIFICATION_
  APPLICATION_PAUSED (mobile) + NOTIFICATION_WM_WINDOW_FOCUS_OUT (desktop).
  Gated by _busy flag tied to EventBus.save_started/save_finished.
- TopBar extended with SaveBtn (💾) + LoadBtn buttons, 48×48 min hit area
- scenes/ui/load_menu.gd — CanvasLayer slot picker. Reads peek_save_metadata
  to show 'Manual save (Date Time)' / 'Autosave (Date Time)' rows.
  Version-mismatch warning dialog before continuing on older saves.
- scenes/ui/resume_toast.gd — top-center toast. On load_finished(ok=true):
  'Welcome back — N minutes/hours away' for 5s + 0.8s fade.
  On ok=false: 'Load failed (corrupt or version mismatch)'.
- Strings catalog: 14 new keys (ui.save / ui.load / ui.welcome_back_* /
  ui.load_failed etc.)
- main.gd mounts LoadMenu + ResumeToast as runtime CanvasLayer children

MCP runtime verified:
- Saved at tick 1137 → [save] wrote slot 'manual': 113 entities at tick 1137
- Advanced sim to tick 4600 at ULTRA speed (different state)
- load_from_slot(&manual) → [save] applied slot 'manual': 113 entities,
  0 errors, tick=1137, away=34s
- post-load: Sim.tick=1137 (restored), pawns alive=3, all furniture +
  workbenches + crops + walls + floors back in place
- Resume toast fires: [resume_toast] showing — ok=true seconds_away=34
- Autosave on focus-loss verified: [autosave] focus-loss → wrote autosave
- Screenshot shows TopBar with Save + Load buttons + post-load Lone Wolf
  storyteller modal from fresh dawn roll

Known acceptable gaps (deferred to Phase 20 tuning):
- Pawn JobRunner mid-INTERACT/mid-BUILD restarts from toil 0 on reload
  (walk toil round-trips; multi-step interact does not). Pawns lose a few
  seconds of work.
- Workbench bill mid-craft fetch state isn't fully serialized.
- Wolf.target_pawn re-resolution from name string is Agent A's documented
  pattern; Agent B's apply_save respects pawn-restoration ordering so the
  resolution works after pawns are back.

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

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-11 19:24:59 +01:00
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
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
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