rimlike/scenes/entities/item.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

177 lines
6.8 KiB
GDScript
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## Dropped item entity — a single stack of one item type lying on the world floor.
##
## Visuals are drawn procedurally via _draw() (Phase 4 placeholder). Real
## ElvGames item icons land in Phase 5+.
##
## Item type constants mirror the 16 filter chips in docs/design.md. They are
## used by StockpileZone filter bitmasks and pawn-carry typing.
##
## World registration (World.register_item / World.unregister_item) is called
## here but the methods land in World during Opus integration. The script will
## parse cleanly; the call will fail at runtime until then.
class_name Item extends Node2D
const TILE_SIZE_PX: int = 16
# ── canonical type registry — matches docs/design.md "16 filter chips" ───────
const TYPE_WOOD: StringName = &"wood" # Wd
const TYPE_STONE: StringName = &"stone" # St
const TYPE_IRON_ORE: StringName = &"iron_ore" # Ir
const TYPE_COPPER_ORE: StringName = &"copper_ore" # Cu
const TYPE_SILVER: StringName = &"silver" # Ag
const TYPE_GOLD: StringName = &"gold" # Au
const TYPE_CLOTH: StringName = &"cloth" # Cl
const TYPE_VEGETABLE: StringName = &"vegetable" # Veg
const TYPE_MEAT: StringName = &"meat" # Mt
const TYPE_GRAIN: StringName = &"grain" # Gr
const TYPE_MEAL: StringName = &"meal" # Ck (cooked)
const TYPE_MEDICINE: StringName = &"medicine" # Md
const TYPE_TOOL: StringName = &"tool" # Tl
const TYPE_WEAPON: StringName = &"weapon" # Wp
const TYPE_ARMOR: StringName = &"armor" # Ar
const TYPE_CORPSE: StringName = &"corpse" # Co
# Phase 6 — intermediate crafted goods (carpenter bench + smelter outputs).
const TYPE_PLANK: StringName = &"plank"
const TYPE_STONE_BLOCK: StringName = &"stone_block"
const ALL_TYPES: Array[StringName] = [
TYPE_WOOD, TYPE_STONE, TYPE_IRON_ORE, TYPE_COPPER_ORE,
TYPE_SILVER, TYPE_GOLD, TYPE_CLOTH, TYPE_VEGETABLE,
TYPE_MEAT, TYPE_GRAIN, TYPE_MEAL, TYPE_MEDICINE,
TYPE_TOOL, TYPE_WEAPON, TYPE_ARMOR, TYPE_CORPSE,
TYPE_PLANK, TYPE_STONE_BLOCK,
]
# ── quality system (docs/architecture.md "Quality system") ───────────────────
# Rolled at craft-completion; stored per item; drives border colour in _draw().
enum Quality { SHODDY, NORMAL, EXCELLENT, MASTERWORK, LEGENDARY }
# ── state ────────────────────────────────────────────────────────────────────
@export var item_type: StringName = TYPE_WOOD
@export var stack_size: int = 1
@export var quality: Quality = Quality.NORMAL
var tile: Vector2i = Vector2i.ZERO
## When true the on-floor visual is suppressed; the carrying pawn renders the
## carry indicator instead.
var being_carried: bool = false
# ── lifecycle ─────────────────────────────────────────────────────────────────
func _ready() -> void:
position = _tile_to_world(tile)
visible = not being_carried
func _exit_tree() -> void:
World.unregister_item(self)
# ── public API ────────────────────────────────────────────────────────────────
## One-shot initialiser called by the spawning code (Tree.fell, Rock.mined, etc.)
## Sets all fields, syncs position, and registers with World.
func setup(p_type: StringName, p_stack: int, p_tile: Vector2i) -> void:
item_type = p_type
stack_size = p_stack
tile = p_tile
position = _tile_to_world(tile)
visible = not being_carried
queue_redraw()
World.register_item(self)
Audit.log("item", "spawned %s×%d at %s" % [item_type, stack_size, tile])
## Hide/show the on-floor sprite when the pawn picks up or drops this item.
func set_being_carried(value: bool) -> void:
being_carried = value
visible = not being_carried
# ── save / load ───────────────────────────────────────────────────────────────
func to_dict() -> Dictionary:
return {
"type": String(item_type),
"stack_size": stack_size,
"tile_x": tile.x,
"tile_y": tile.y,
"quality": int(quality),
}
## Returns a plain Dictionary spec for World.load_items() to instantiate from.
## Items cannot reconstruct themselves standalone — they need a parent in the
## scene tree. World adds the node, then calls setup() from the returned dict.
static func from_dict(d: Dictionary) -> Dictionary:
return {
"type": StringName(d.get("type", "wood")),
"stack_size": int(d.get("stack_size", 1)),
"tile_x": int(d.get("tile_x", 0)),
"tile_y": int(d.get("tile_y", 0)),
"quality": int(d.get("quality", Quality.NORMAL)),
}
# ── render ────────────────────────────────────────────────────────────────────
func _draw() -> void:
# 12×12 coloured square centered on the tile; colour hashed from item_type.
var hue := float(item_type.hash() % 360) / 360.0
var fill := Color.from_hsv(hue, 0.6, 0.85)
var half: int = 6
var square := Rect2(Vector2(-half, -half), Vector2(half * 2, half * 2))
draw_rect(square, fill)
draw_rect(square, Color(0.0, 0.0, 0.0, 0.75), false, 1.0)
# Quality border — drawn over the dark outline, colour per quality tier.
# NORMAL has no extra border (base outline is sufficient).
match quality:
Quality.SHODDY:
draw_rect(square, Color(0.40, 0.40, 0.40), false, 1.0)
Quality.EXCELLENT:
draw_rect(square, Color(0.20, 0.55, 0.95), false, 1.0)
Quality.MASTERWORK:
draw_rect(square, Color(0.85, 0.55, 0.10), false, 1.0)
Quality.LEGENDARY:
draw_rect(square, Color(0.85, 0.10, 0.80), false, 2.0)
_:
pass # NORMAL — no extra border
# Stack count badge — bottom-right corner of the square, font_size 7.
if stack_size > 1:
var label := Strings.t(&"item.stack_count").format({"n": stack_size})
draw_string(
ThemeDB.fallback_font,
Vector2(half - 1, half - 1),
label,
HORIZONTAL_ALIGNMENT_RIGHT,
-1,
7,
Color(0.0, 0.0, 0.0, 0.6) # drop-shadow offset below
)
draw_string(
ThemeDB.fallback_font,
Vector2(half - 2, half - 2),
label,
HORIZONTAL_ALIGNMENT_RIGHT,
-1,
7,
Color(1.0, 1.0, 1.0, 1.0)
)
# ── helpers ───────────────────────────────────────────────────────────────────
func _tile_to_world(t: Vector2i) -> Vector2:
return Vector2(
t.x * TILE_SIZE_PX + TILE_SIZE_PX / 2.0,
t.y * TILE_SIZE_PX + TILE_SIZE_PX / 2.0
)