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>
470 lines
17 KiB
GDScript
470 lines
17 KiB
GDScript
class_name JobRunner
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extends Node
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## Executes a Job's toils on behalf of a Pawn.
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##
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## Sits between the Decision layer and the Pawn's physical state. The
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## Decision layer (or a WorkProvider) hands us a Job; we tick through its
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## toils one-by-one and fire job_completed when the last toil is done.
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##
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## Design notes (docs/architecture.md — Pawn AI 5-layer pipeline):
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## - JobRunner is layer 3 of 5. Don't add control-flow that belongs to
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## Decision (layer 1) or WorkProvider (layer 2) here.
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## - Pawn and Pathfinder are held as untyped vars to avoid class_name
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## registration-order issues between autoloads and scene scripts.
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## - tick() is called from Pawn._on_sim_tick each sim tick. Never spin
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## render-frame work off this function.
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##
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## Save / load contract (NON-NEGOTIABLE, Phase 3 acceptance criterion):
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## to_dict() / from_dict() round-trip mid-toil state exactly. A WALK
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## toil with started=true restores correctly: on the first tick after load
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## the runner sits in the "already started, waiting for walk_completed"
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## branch, so pawn.walk_along_path() is NOT called again (which would
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## reset the pawn's progress). The pawn finishes its own restored walk
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## under its own steam, eventually fires walk_completed, and the toil is
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## marked done. See _tick_walk() for the branch logic.
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signal job_started(job)
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signal job_completed(job)
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## Untyped — avoids class_name registration-order trap.
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var pawn = null
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## Untyped — avoids class_name registration-order trap.
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var pathfinder = null
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## Current Job being executed; null when idle.
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var job = null
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# ── lifecycle ────────────────────────────────────────────────────────────────
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## Wire refs. Must be called once before any other method.
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## Connects pawn.walk_completed → _on_pawn_walk_completed.
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func setup(pawn_ref, pathfinder_ref) -> void:
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pawn = pawn_ref
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pathfinder = pathfinder_ref
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pawn.walk_completed.connect(_on_pawn_walk_completed)
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# ── public API ───────────────────────────────────────────────────────────────
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## Replace the current job (if any) and begin executing the new one.
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## Resets nothing on the new job — current_toil_index is used as-is so
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## that a restored-from-save job continues from its saved toil position.
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func start_job(j) -> void:
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job = j
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Audit.log(
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"job_runner",
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"%s start: %s (%d toils)" % [pawn.pawn_name, j.label, j.toils.size()]
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)
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emit_signal("job_started", j)
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## Drop the current job without signalling completion.
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## Any walk already in progress is left to finish naturally
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## (Phase 3 simplicity; Phase 5+ may add a hard-abort path).
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func cancel_job() -> void:
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job = null
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## True when a job is currently assigned.
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func has_job() -> bool:
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return job != null
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# ── sim tick ────────────────────────────────────────────────────────────────
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## Called from Pawn._on_sim_tick each sim tick.
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## Executes the active toil; advances to the next when it is done;
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## emits job_completed when the last toil completes.
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func tick() -> void:
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if job == null:
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return
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var t = job.active_toil()
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if t == null:
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_emit_complete()
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return
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match t.kind:
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Toil.KIND_WALK:
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_tick_walk(t)
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Toil.KIND_WAIT:
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_tick_wait(t)
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Toil.KIND_IDLE:
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pass # Never completes on its own — Decision or player overrides.
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Toil.KIND_INTERACT:
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_tick_interact(t)
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Toil.KIND_BUILD:
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_tick_build(t)
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Toil.KIND_PICKUP:
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_tick_pickup(t)
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Toil.KIND_DEPOSIT:
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_tick_deposit(t)
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Toil.KIND_CRAFT:
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_tick_craft(t)
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if t.done:
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job.advance()
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if job.is_complete():
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_emit_complete()
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# ── save / load ──────────────────────────────────────────────────────────────
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## Serialise the runner's persistent state.
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## {"job": <dict or null>}
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func to_dict() -> Dictionary:
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return {
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"job": job.to_dict() if job != null else null,
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}
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## Restore from a dict produced by to_dict().
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## If the "job" key holds a Dictionary, reconstructs a Job via Job.from_dict().
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func from_dict(d: Dictionary) -> void:
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var job_data = d.get("job", null)
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if job_data is Dictionary:
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job = Job.from_dict(job_data)
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# ── signal handlers ──────────────────────────────────────────────────────────
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## Fired by the Pawn when it finishes walking its path.
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## Marks the active WALK toil done so the next tick() advances past it.
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## Does NOT call job.advance() directly — tick() handles that.
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func _on_pawn_walk_completed() -> void:
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if job == null:
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return
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var t = job.active_toil()
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if t != null and t.kind == Toil.KIND_WALK:
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t.done = true
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# ── toil executors ──────────────────────────────────────────────────────────
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## Execute one tick of a WALK toil.
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##
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## On the FIRST tick (started=false):
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## - If the pawn is already at the destination, complete immediately.
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## - Otherwise ask the pathfinder for a route. If unreachable, log and
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## complete (skip-and-continue; the WorkProvider is responsible for
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## vetting reachability before issuing the job).
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## - Hand the path to the pawn and mark started=true. From now on this
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## function is a no-op — we just wait for the walk_completed signal.
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##
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## On SUBSEQUENT ticks (started=true):
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## - No-op. The pawn walks under its own steam.
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##
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## After LOAD (started=true from saved state):
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## - Same as subsequent ticks — pawn restores its own path and fires
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## walk_completed when it arrives. We do NOT call walk_along_path again.
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func _tick_walk(t) -> void:
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if not t.data.get("started", false):
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var dest: Vector2i = t.get_walk_destination()
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if pawn.tile == dest:
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t.done = true
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return
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var path: Array[Vector2i] = pathfinder.find_path(pawn.tile, dest)
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if path.is_empty():
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Audit.log(
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"job_runner",
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"%s unreachable: %s → %s" % [pawn.pawn_name, pawn.tile, dest]
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)
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t.done = true
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return
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pawn.walk_along_path(path)
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t.data["started"] = true
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## Execute one tick of a WAIT toil.
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## Decrements the counter; sets done when it reaches zero.
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func _tick_wait(t) -> void:
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t.data["ticks_remaining"] -= 1
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if t.data["ticks_remaining"] <= 0:
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t.done = true
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## Execute one tick of an INTERACT toil.
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##
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## First tick: resolve the target node from the stored NodePath string.
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## If the target is gone or freed, log and skip immediately (done=true).
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## Otherwise mark started and log the action start.
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##
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## Every subsequent tick: call tick_method on the target. After the call,
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## check whether the target has been consumed (is_choppable/is_mineable
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## returns false, or the node was freed). If so, mark done.
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func _tick_interact(t) -> void:
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var target_path := NodePath(t.data.get("target", ""))
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var target = get_tree().get_root().get_node_or_null(target_path)
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if not t.data.get("started", false):
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if target == null or not is_instance_valid(target):
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Audit.log(
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"job_runner",
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"%s interact target gone — skipping" % pawn.pawn_name
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)
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t.done = true
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return
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t.data["started"] = true
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Audit.log(
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"job_runner",
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"%s interact start: %s.%s" % [pawn.pawn_name, target.name, t.data.get("tick_method", "")]
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)
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# Re-resolve each tick in case the node was freed between ticks.
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target = get_tree().get_root().get_node_or_null(target_path)
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if target == null or not is_instance_valid(target):
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t.done = true
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return
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target.call(StringName(t.data.get("tick_method", "")))
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# Re-check validity after the call (the call may have freed the node).
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if target == null or not is_instance_valid(target):
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t.done = true
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return
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if target.has_method("is_choppable") and not target.is_choppable():
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Audit.log("job_runner", "%s interact done: %s chopped" % [pawn.pawn_name, target.name])
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t.done = true
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return
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if target.has_method("is_mineable") and not target.is_mineable():
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Audit.log("job_runner", "%s interact done: %s mined" % [pawn.pawn_name, target.name])
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t.done = true
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## Execute one tick of a BUILD toil.
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##
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## Mirrors _tick_interact's pattern, but drives construction entities (Wall,
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## Floor, Door) via on_build_tick() / is_buildable() instead of on_chop_tick()
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## / is_choppable(). The site is "done" (toil complete) when is_buildable()
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## returns false — meaning the entity finished building OR was removed.
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##
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## First tick: resolve target from NodePath. If already gone, skip immediately.
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## Every subsequent tick: call on_build_tick() then check is_buildable(). Once
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## false the site is built (or cancelled); mark toil done.
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func _tick_build(t) -> void:
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var target_path := NodePath(t.data.get("target", ""))
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var target = get_tree().get_root().get_node_or_null(target_path)
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if not t.data.get("started", false):
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if target == null or not is_instance_valid(target):
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Audit.log(
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"job_runner",
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"%s build target gone — skipping" % pawn.pawn_name
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)
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t.done = true
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return
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t.data["started"] = true
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Audit.log(
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"job_runner",
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"%s build start: %s" % [pawn.pawn_name, target.name]
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)
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# Re-resolve each tick in case the node was freed between ticks.
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target = get_tree().get_root().get_node_or_null(target_path)
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if target == null or not is_instance_valid(target):
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t.done = true
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return
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target.on_build_tick()
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# Re-check after the call (on_build_tick may complete + free the ghost state).
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if target == null or not is_instance_valid(target):
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t.done = true
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return
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if target.has_method("is_buildable") and not target.is_buildable():
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Audit.log(
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"job_runner",
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"%s build done: %s" % [pawn.pawn_name, target.name]
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)
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t.done = true
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## Execute one tick of a PICKUP toil.
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##
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## Finds the first unheld Item at pawn.tile in World.items.
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## Transfers it into pawn.carried_item via set_being_carried(true).
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## Completes in a single tick.
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func _tick_pickup(t) -> void:
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var item = null
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for it in World.items:
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if it.tile == pawn.tile and not it.being_carried:
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item = it
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break
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if item == null:
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Audit.log(
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"job_runner",
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"%s pickup: no item at %s" % [pawn.pawn_name, pawn.tile]
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)
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t.done = true
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return
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pawn.carried_item = item
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item.set_being_carried(true)
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Audit.log(
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"job_runner",
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"%s pickup: %s ×%d" % [pawn.pawn_name, item.item_type, item.stack_size]
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)
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t.done = true
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## Execute one tick of a DEPOSIT toil.
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##
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## Places pawn.carried_item at pawn.tile (pixel-centred in the 16 px grid).
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## Clears pawn.carried_item. Completes in a single tick.
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func _tick_deposit(t) -> void:
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if pawn.carried_item == null:
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Audit.log(
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"job_runner",
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"%s deposit: nothing to deposit" % pawn.pawn_name
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)
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t.done = true
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return
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var item = pawn.carried_item
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item.tile = pawn.tile
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item.position = Vector2(pawn.tile.x * 16 + 8, pawn.tile.y * 16 + 8)
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item.set_being_carried(false)
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pawn.carried_item = null
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# Phase 4: clear the haul-dirty flag — item has landed at its destination.
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# The periodic sweep_for_better_destinations will re-mark it if a higher-
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# priority destination opens up later.
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World.clear_item_haul_flag(item)
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# Phase 5: if the destination tile is covered by a Crate (single-tile
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# container), register the item into the crate's contents. StockpileZone
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# doesn't need this — its items just live at the floor tile.
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var dest = World.stockpile_at_tile(pawn.tile)
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if dest != null and dest.has_method("register_item"):
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dest.register_item(item)
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Audit.log(
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"job_runner",
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"%s deposit: %s ×%d at %s" % [pawn.pawn_name, item.item_type, item.stack_size, pawn.tile]
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)
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t.done = true
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## Execute one tick of a CRAFT toil.
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##
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## First tick (started=false):
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## - Resolves the Workbench node from the stored NodePath. Missing → skip.
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## - Looks up the Bill at data["bill_index"]. Out-of-range → skip.
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## - Validates pawn position matches workbench.tile. Mismatch → skip.
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## - Validates pawn is carrying the correct ingredient type. Missing → skip.
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## - Calls wb.begin_craft(bill) to register the active bill + reset progress.
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## - Marks started=true and logs the craft start.
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##
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## Every tick (including first, after the checks above):
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## - Calls wb.tick_craft() which increments current_work_progress and returns
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## true when bill.recipe.work_ticks is reached.
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## - On completion:
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## * Consumes the carried ingredient (queue_free + clear pawn slot).
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## * Rolls quality via QualityCalc.roll() using the pawn's skill level.
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## * Spawns an Item scene child of wb.get_parent() at wb.tile.
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## * Calls wb.on_craft_complete() (records bill completion + resets state).
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## * Logs the result and marks toil done.
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func _tick_craft(t) -> void:
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var wb_path := NodePath(t.data.get("workbench", ""))
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var wb = get_tree().get_root().get_node_or_null(wb_path)
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if not t.data.get("started", false):
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# ── first-tick validation ─────────────────────────────────────────────
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if wb == null or not is_instance_valid(wb):
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Audit.log("job_runner", "%s craft: workbench gone — skipping" % pawn.pawn_name)
|
||
t.done = true
|
||
return
|
||
|
||
var bill_index: int = int(t.data.get("bill_index", -1))
|
||
if bill_index < 0 or bill_index >= wb.bills.size():
|
||
Audit.log(
|
||
"job_runner",
|
||
"%s craft: invalid bill_index %d — skipping" % [pawn.pawn_name, bill_index]
|
||
)
|
||
t.done = true
|
||
return
|
||
|
||
var bill = wb.bills[bill_index]
|
||
|
||
if pawn.tile != wb.tile:
|
||
Audit.log(
|
||
"job_runner",
|
||
"%s not at workbench (pawn=%s wb=%s) — skipping" % [pawn.pawn_name, pawn.tile, wb.tile]
|
||
)
|
||
t.done = true
|
||
return
|
||
|
||
if pawn.carried_item == null or pawn.carried_item.item_type != bill.recipe.ingredient_type:
|
||
Audit.log(
|
||
"job_runner",
|
||
"%s craft: wrong or missing ingredient — skipping" % pawn.pawn_name
|
||
)
|
||
t.done = true
|
||
return
|
||
|
||
# Register the bill with the workbench and reset its progress counter.
|
||
wb.begin_craft(bill)
|
||
t.data["started"] = true
|
||
Audit.log("job_runner", "%s craft start: %s" % [pawn.pawn_name, bill.recipe.label])
|
||
|
||
# ── per-tick progress ─────────────────────────────────────────────────────
|
||
# Re-resolve each tick in case the workbench was freed between ticks.
|
||
wb = get_tree().get_root().get_node_or_null(wb_path)
|
||
if wb == null or not is_instance_valid(wb):
|
||
t.done = true
|
||
return
|
||
|
||
# tick_craft() advances the progress counter and returns true when done.
|
||
var craft_done: bool = wb.tick_craft()
|
||
if not craft_done:
|
||
return # Still working — toil remains active.
|
||
|
||
# ── craft complete ────────────────────────────────────────────────────────
|
||
|
||
# Retrieve the bill now (before on_craft_complete clears current_bill).
|
||
var bill_index: int = int(t.data.get("bill_index", -1))
|
||
if bill_index < 0 or bill_index >= wb.bills.size():
|
||
# Guard against the workbench mutating bills mid-craft.
|
||
wb.on_craft_complete()
|
||
t.done = true
|
||
return
|
||
var bill = wb.bills[bill_index]
|
||
|
||
# Consume ingredient.
|
||
var ingredient = pawn.carried_item
|
||
pawn.carried_item = null
|
||
if ingredient != null and is_instance_valid(ingredient):
|
||
ingredient.queue_free()
|
||
|
||
# Roll quality based on pawn skill for this recipe.
|
||
var skill_level: int = pawn.get_skill(bill.recipe.required_skill)
|
||
var quality: int = QualityCalc.roll(skill_level)
|
||
|
||
# Spawn output Item as a sibling of the workbench (World scene level).
|
||
var item_scene: PackedScene = load("res://scenes/entities/item.tscn")
|
||
var output_item = item_scene.instantiate()
|
||
wb.get_parent().add_child(output_item)
|
||
output_item.setup(bill.recipe.output_type, 1, wb.tile)
|
||
output_item.quality = quality
|
||
|
||
# Record completion on the bill and reset workbench state.
|
||
wb.on_craft_complete()
|
||
|
||
Audit.log(
|
||
"job_runner",
|
||
"%s crafted %s ×1 quality=%s at %s" % [
|
||
pawn.pawn_name,
|
||
bill.recipe.output_type,
|
||
Item.Quality.keys()[quality],
|
||
wb.tile,
|
||
]
|
||
)
|
||
t.done = true
|
||
|
||
|
||
# ── helpers ──────────────────────────────────────────────────────────────────
|
||
|
||
## Emit job_completed, log, and clear the job reference.
|
||
func _emit_complete() -> void:
|
||
var completed = job
|
||
job = null
|
||
Audit.log(
|
||
"job_runner",
|
||
"%s done: %s" % [pawn.pawn_name, completed.label]
|
||
)
|
||
emit_signal("job_completed", completed)
|