rimlike/autoload/world.gd
megaproxy 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

200 lines
5.9 KiB
GDScript

extends Node
## Runtime entity registry + tile-related sim state.
##
## All gameplay entities (pawns, items, furniture, animals, corpses) live here.
## TileMap data is owned by the world-view scene; World holds the *indirect*
## state (designation queue, dirty-haul set, zone records, etc.) that doesn't
## belong on the TileMap itself.
##
## See docs/architecture.md.
# Phase 2 — pawn registry. items/furniture/animals/corpses arrive in later phases.
var pawns: Array[Pawn] = []
# Phase 3 — work providers (e.g. RestProvider, ChopProvider, HaulingProvider).
# World scene registers them on _ready. Decision.pick_next_job() iterates by .priority desc.
var work_providers: Array = []
# Phase 4 — harvestables + items + stockpiles. Entities call register_*/unregister_*
# from their _ready/_exit_tree. Phase 16 will add stable IDs and persistence wiring.
var trees: Array = [] # Array of Tree
var rocks: Array = [] # Array of Rock
var items: Array = [] # Array of Item (on-floor stacks)
var stockpiles: Array = [] # Array of StorageDestination (StockpileZone for now; containers Phase 5)
# Phase 4 — pathfinder reference exposed for entity code that needs walkability
# checks (e.g. Tree.fell() picking neighbour tiles for wood drops). The actual
# Pathfinder node lives on the World scene as a child; the scene sets this in
# its _ready(). Don't access before the world scene is mounted.
var pathfinder = null
# Phase 5 — build queue. Holds Wall/Floor/Door/Crate ghost entities (not yet
# completed). ConstructionProvider iterates this for the nearest buildable site.
# Entities call register_build_site() in _ready and unregister_build_site() when
# they finish or are cancelled.
var build_queue: Array = []
# Phase 5 — completed Door entities, keyed for future open/close logic.
# Door._complete() calls register_door(); Phase 7+ uses this for toggling.
var doors: Array = []
# Phase 6 — workbench entities. Workbench._ready() calls register_workbench();
# _exit_tree() calls unregister_workbench(). CraftingProvider iterates this
# to find bench+bill pairs for eligible pawns.
var workbenches: Array = []
# Phase 4 — hauling dirty set. Keys are Items, value is unused (we just use .keys()).
# An Item is added when it spawns (Tree.fell, Rock.mined, workbench drop, ...)
# and removed when it lands at its highest-priority valid destination.
# HaulingProvider.sweep_for_better_destinations() re-marks items when a higher
# priority stockpile opens up (the priority cascade per design.md).
var items_needing_haul: Dictionary = {}
func register_work_provider(wp) -> void:
assert(wp != null, "World.register_work_provider: provider is null")
if not work_providers.has(wp):
work_providers.append(wp)
func clear_work_providers() -> void:
work_providers.clear()
func register_pawn(p: Pawn) -> void:
assert(p != null, "World.register_pawn: pawn is null")
if pawns.has(p):
return
pawns.append(p)
func unregister_pawn(p: Pawn) -> void:
pawns.erase(p)
func pawn_at_tile(tile: Vector2i) -> Pawn:
for p in pawns:
if p.tile == tile:
return p
return null
func clear_pawns() -> void:
# For save-load / new-game flow in Phase 16.
pawns.clear()
# ── Phase 4: harvestables + items + stockpiles ──────────────────────────────
func register_tree(t) -> void:
if not trees.has(t):
trees.append(t)
func unregister_tree(t) -> void:
trees.erase(t)
func register_rock(r) -> void:
if not rocks.has(r):
rocks.append(r)
func unregister_rock(r) -> void:
rocks.erase(r)
func register_item(it) -> void:
if items.has(it):
return
items.append(it)
# Newly-spawned items always start as "needs haul" — HaulingProvider will
# clear the flag once the item lands in its highest-priority destination.
items_needing_haul[it] = true
func unregister_item(it) -> void:
items.erase(it)
items_needing_haul.erase(it)
func register_stockpile(s) -> void:
if not stockpiles.has(s):
stockpiles.append(s)
func unregister_stockpile(s) -> void:
stockpiles.erase(s)
func mark_item_needs_haul(it) -> void:
items_needing_haul[it] = true
func clear_item_haul_flag(it) -> void:
items_needing_haul.erase(it)
# ── Phase 5: build queue + tile-data stamping for walls / floors ────────────
func register_build_site(entity) -> void:
if not build_queue.has(entity):
build_queue.append(entity)
func unregister_build_site(entity) -> void:
build_queue.erase(entity)
func register_door(d) -> void:
if not doors.has(d):
doors.append(d)
func unregister_door(d) -> void:
doors.erase(d)
func register_workbench(wb) -> void:
if not workbenches.has(wb):
workbenches.append(wb)
func unregister_workbench(wb) -> void:
workbenches.erase(wb)
# Called by Wall.on_build_tick() when construction completes.
# Stamps the data-only Wall TileMap layer so room/roof/save logic sees the
# wall. World scene exposes wall_layer via a getter set during _ready.
var wall_layer = null
var floor_layer = null
var designation_layer = null
func mark_wall_tile(tile: Vector2i, material: StringName) -> void:
if wall_layer == null:
Audit.log("world", "mark_wall_tile: layer not yet wired — skipping")
return
# Atlas coord encodes material — for Phase 5 placeholder atlas:
# stone → (2, 0), dark stone → (3, 0)
# Real material→atlas mapping lands when assets are imported.
var atlas := Vector2i(2, 0) if material == &"stone" else Vector2i(3, 0)
wall_layer.set_cell(tile, 0, atlas)
func mark_floor_tile(tile: Vector2i, material: StringName) -> void:
if floor_layer == null:
return
var atlas := Vector2i(1, 0) if material == &"dirt" else Vector2i(2, 0)
floor_layer.set_cell(tile, 0, atlas)
# Returns the first StockpileZone OR Crate covering `tile`, or null.
# Used by JobRunner._tick_deposit (Phase 5 refactor) to route deposits into
# Crate contents when applicable.
func stockpile_at_tile(tile: Vector2i):
for sp in stockpiles:
if sp.covers_tile(tile):
return sp
return null