rimlike/scenes/ai/toil.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

148 lines
5.4 KiB
GDScript

class_name Toil extends RefCounted
## A single atomic step within a Job — walk, wait, idle, etc.
##
## Save/load contract: every value in `data` MUST be JSON-safe.
## Vector2i is NOT JSON-safe in Godot 4 — tile coordinates are stored as
## "to_x"/"to_y" integer keys, never as Vector2i. get_walk_destination()
## reconstructs Vector2i on demand.
##
## Round-trip invariant:
## var t2 := Toil.from_dict(t.to_dict())
## assert(t2.kind == t.kind and t2.done == t.done and t2.data == t.data)
const KIND_WALK: StringName = &"walk"
const KIND_WAIT: StringName = &"wait"
const KIND_IDLE: StringName = &"idle"
const KIND_INTERACT: StringName = &"interact" # Timed action on a target entity (Tree, Rock, …)
const KIND_PICKUP: StringName = &"pickup" # Transfer Item at pawn.tile into pawn.carried_item
const KIND_DEPOSIT: StringName = &"deposit" # Place pawn.carried_item at pawn.tile
const KIND_BUILD: StringName = &"build" # Timed construction on a Wall / Floor / Door entity
const KIND_CRAFT: StringName = &"craft" # Timed crafting at a Workbench driven by a Bill
var kind: StringName = KIND_IDLE
## Toil-specific params — all values must be int, float, bool, String, Dict, or Array.
var data: Dictionary = {}
## Set by JobRunner when this toil is complete.
var done: bool = false
# ── factories ────────────────────────────────────────────────────────────────
## Walk to the given tile. Stores coords as separate ints for JSON safety.
static func walk_to(tile: Vector2i) -> Toil:
var t := Toil.new()
t.kind = KIND_WALK
t.data = {
"to_x": tile.x,
"to_y": tile.y,
"started": false,
}
return t
## Pause for `n` sim ticks.
static func wait_ticks(n: int) -> Toil:
var t := Toil.new()
t.kind = KIND_WAIT
t.data = {"ticks_remaining": n}
return t
## Stand idle — never completes on its own; JobRunner must cancel or replace.
static func idle() -> Toil:
var t := Toil.new()
t.kind = KIND_IDLE
t.data = {}
return t
## Timed action on a scene-node target (Tree, Rock, …).
## `target_node_path` is the NodePath of the entity; stored as String for JSON safety.
## `tick_method` is the method to call each sim tick (e.g. "on_chop_tick").
## JobRunner resolves the node at first-tick and calls tick_method every sim tick
## until the target is no longer choppable/mineable (method source sets done via
## is_choppable() / is_mineable() returning false).
static func interact(target_node_path: NodePath, tick_method: StringName) -> Toil:
var t := Toil.new()
t.kind = KIND_INTERACT
t.data = {
"target": String(target_node_path),
"tick_method": String(tick_method),
"started": false,
}
return t
## Pick up an Item at pawn.tile into pawn.carried_item. Single-tick action.
## data is empty — the item is located at pawn.tile at execution time.
static func pickup() -> Toil:
var t := Toil.new()
t.kind = KIND_PICKUP
t.data = {}
return t
## Construction action on a scene-node target (Wall, Floor, Door, …).
## `target_node_path` is the NodePath of the entity; stored as String for JSON safety.
## JobRunner resolves the node at first-tick and calls on_build_tick() every sim tick
## until is_buildable() returns false (construction complete or site cancelled/removed).
static func build_at(target_node_path: NodePath) -> Toil:
var t := Toil.new()
t.kind = KIND_BUILD
t.data = {
"target": String(target_node_path),
"started": false,
}
return t
## Place pawn.carried_item at pawn.tile. Single-tick action.
## data is empty — the item comes from pawn.carried_item at execution time.
static func deposit() -> Toil:
var t := Toil.new()
t.kind = KIND_DEPOSIT
t.data = {}
return t
## Timed crafting action at a Workbench.
## `workbench_path` is the NodePath of the Workbench entity (stored as String for JSON safety).
## `bill_index` is the index into workbench.bills that this toil should run.
## JobRunner resolves the workbench and bill on the first tick, validates pawn position and
## carried ingredient, then advances workbench.current_work_progress each tick until
## bill.recipe.work_ticks is reached — at which point the ingredient is consumed, an output
## Item is spawned with a quality roll, and bill.record_completion() is called.
static func craft_at(workbench_path: NodePath, bill_index: int) -> Toil:
var t := Toil.new()
t.kind = KIND_CRAFT
t.data = {
"workbench": String(workbench_path),
"bill_index": bill_index,
"started": false,
}
return t
# ── save / load ──────────────────────────────────────────────────────────────
func to_dict() -> Dictionary:
return {
"kind": str(kind),
"data": data.duplicate(true),
"done": done,
}
static func from_dict(d: Dictionary) -> Toil:
var t := Toil.new()
t.kind = StringName(d.get("kind", str(KIND_IDLE)))
t.data = (d.get("data", {}) as Dictionary).duplicate(true)
t.done = d.get("done", false)
return t
# ── convenience ──────────────────────────────────────────────────────────────
## Rebuild Vector2i from the JSON-safe int fields. Only valid for KIND_WALK.
func get_walk_destination() -> Vector2i:
return Vector2i(data.get("to_x", 0), data.get("to_y", 0))