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