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