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>
276 lines
10 KiB
GDScript
276 lines
10 KiB
GDScript
extends Node2D
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## Pawn entity — grid-snapped, sim-tick-driven movement with smooth render lerp.
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##
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## Movement model (docs/architecture.md "Pawn movement"):
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## At 1× speed, crossing one tile costs STEP_TICKS sim ticks (10 ticks = 0.5 s
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## at 20 Hz). Each sim tick advances _step_progress by 1/STEP_TICKS. When
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## progress reaches 1.0 the pawn snaps to the next waypoint.
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##
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## Speed scaling is free: Pause → no ticks → pawn frozen; Ultra → 12× ticks/s →
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## pawn crosses the map in ~7 s real time. No per-pawn speed handling needed.
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##
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## Render: _process() lerps world-position between current and next tile every
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## render frame at 60 Hz — motion is smooth even at low sim Hz.
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##
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## Phase 3 additions:
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## - `forced_job` slot (player override via Selection)
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## - `job_runner` Node child wired externally by the World scene
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## - On each sim tick: orchestrate AI first (Decision → JobRunner.tick), then
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## advance the walk. The walk is still owned by the Pawn — JobRunner's WALK
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## toil delegates to `walk_along_path()` and listens for `walk_completed`.
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## - to_dict() / from_dict() round-trip the entire mid-walk + mid-toil state
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## (architecture.md "Save format" — mid-tick suspend safe).
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class_name Pawn
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const STEP_TICKS: int = 10
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const TILE_SIZE_PX: int = 16 # Mirrors World.TILE_SIZE_PX; standalone so Pawn needs no World reference.
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# ── skill definitions (docs/design.md "Skills") ──────────────────────────────
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# Five skills, levels 0–10. Level by use; multiplicative speed/quality bonus.
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# Skills modify duration and quality, never permission (design.md:35).
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const SKILL_MANUAL_LABOR: StringName = &"manual_labor"
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const SKILL_CRAFTING: StringName = &"crafting"
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const SKILL_COOKING: StringName = &"cooking"
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const SKILL_MEDICINE: StringName = &"medicine"
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const SKILL_COMBAT: StringName = &"combat"
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const ALL_SKILLS: Array[StringName] = [
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SKILL_MANUAL_LABOR, SKILL_CRAFTING, SKILL_COOKING, SKILL_MEDICINE, SKILL_COMBAT,
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]
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signal walk_started
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signal walk_completed
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signal arrived_at_destination(tile: Vector2i)
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@export var pawn_name: String = ""
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var tile: Vector2i = Vector2i.ZERO
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# Player override slot — set by Selection; consumed by Decision on next sim tick.
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# Untyped to dodge the autoload-class-name-ordering trap (Phase 2 gotcha).
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var forced_job = null
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# JobRunner node ref. Set externally by World during pawn spawn (so the runner
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# can be paired with the pathfinder). May be null in tests / pre-Phase-3 scenes.
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var job_runner = null
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# Phase 4 — carry slot for hauling. Holds an Item node while carrying; null
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# when empty-handed. PICKUP toil sets this; DEPOSIT clears it. One stack /
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# one type at a time per design.md.
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var carried_item = null
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# Phase 6 — skill levels. Initialized to 0 for all five skills in _ready().
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# Use get_skill() / set_skill() to access; direct dict mutation is allowed
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# for batch operations (e.g. from_dict restoring saved data).
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var skills: Dictionary = {}
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var _path: Array[Vector2i] = []
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var _step_progress: float = 0.0
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var _selected: bool = false
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@onready var _name_label: Label = $NameLabel
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@onready var _state_label: Label = $StateLabel
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func _ready() -> void:
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EventBus.sim_tick.connect(_on_sim_tick)
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_state_label.text = Strings.t(&"pawn.state.idle")
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# Initialise all five skills to 0 if not already set (from_dict sets them
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# before _ready() fires in some load paths — only fill missing keys here).
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for skill in ALL_SKILLS:
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if not skills.has(skill):
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skills[skill] = 0
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func setup(p_name: String, start_tile: Vector2i) -> void:
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pawn_name = p_name
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tile = start_tile
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position = _tile_to_world(tile)
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_name_label.text = pawn_name
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_state_label.text = Strings.t(&"pawn.state.idle")
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Audit.log("pawn", "%s spawned at %s" % [pawn_name, start_tile])
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# ── public API ──────────────────────────────────────────────────────────────
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func walk_along_path(new_path: Array[Vector2i]) -> void:
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if new_path.is_empty():
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return
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var was_walking := is_walking()
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_path = new_path.duplicate()
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# _step_progress carries over; when it hits 1.0 the pawn snaps to
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# the first tile of the new path and picks up the new direction.
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if not was_walking:
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walk_started.emit()
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_state_label.text = Strings.t(&"pawn.state.walking")
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Audit.log("pawn", "%s walk path len %d → %s" % [pawn_name, new_path.size(), new_path[-1]])
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func is_walking() -> bool:
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return not _path.is_empty()
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func set_selected(value: bool) -> void:
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if _selected == value:
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return
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_selected = value
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queue_redraw()
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func is_selected() -> bool:
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return _selected
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## Returns the pawn's current level (0–10) for the given skill.
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## Returns 0 for unknown skills so callers need no nil-guard.
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func get_skill(skill: StringName) -> int:
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return int(skills.get(skill, 0))
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## Sets skill to level, clamped to [0, 10]. Asserts the key is a known skill.
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func set_skill(skill: StringName, level: int) -> void:
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assert(skill in ALL_SKILLS, "set_skill: unknown skill '%s'" % skill)
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skills[skill] = clampi(level, 0, 10)
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# ── save / load ─────────────────────────────────────────────────────────────
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func to_dict() -> Dictionary:
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var path_data: Array = []
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for v in _path:
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path_data.append([v.x, v.y])
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# Serialise skills as {"manual_labor": 0, "crafting": 3, ...} — StringName
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# keys must be stored as plain Strings for JSON round-trip safety.
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var skills_data: Dictionary = {}
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for skill in ALL_SKILLS:
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skills_data[String(skill)] = get_skill(skill)
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return {
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"name": pawn_name,
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"tile_x": tile.x,
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"tile_y": tile.y,
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"path": path_data,
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"step_progress": _step_progress,
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"selected": _selected,
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"forced_job": forced_job.to_dict() if forced_job != null else null,
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"job_runner": job_runner.to_dict() if job_runner != null else null,
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"skills": skills_data,
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}
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func from_dict(d: Dictionary) -> void:
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pawn_name = d.get("name", "")
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tile = Vector2i(int(d.get("tile_x", 0)), int(d.get("tile_y", 0)))
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_path.clear()
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for entry in d.get("path", []):
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if entry is Array and entry.size() == 2:
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_path.append(Vector2i(int(entry[0]), int(entry[1])))
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_step_progress = float(d.get("step_progress", 0.0))
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_selected = bool(d.get("selected", false))
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var fj_dict: Variant = d.get("forced_job")
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forced_job = Job.from_dict(fj_dict) if fj_dict is Dictionary else null
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var jr_dict: Variant = d.get("job_runner")
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if jr_dict is Dictionary and job_runner != null:
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job_runner.from_dict(jr_dict)
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# Restore skills — set directly on the dict to bypass the ALL_SKILLS assert
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# (from_dict must be resilient to saves that pre-date a new skill being added).
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var saved_skills: Variant = d.get("skills")
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if saved_skills is Dictionary:
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for raw_key in saved_skills.keys():
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var skill := StringName(raw_key)
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if skill in ALL_SKILLS:
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skills[skill] = clampi(int(saved_skills[raw_key]), 0, 10)
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_name_label.text = pawn_name
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_state_label.text = Strings.t(&"pawn.state.walking") if is_walking() else Strings.t(&"pawn.state.idle")
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position = _tile_to_world(tile)
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queue_redraw()
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Audit.log("pawn", "%s restored at %s (walking=%s, path len=%d)" % [pawn_name, tile, is_walking(), _path.size()])
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# ── sim tick: orchestrate AI, then advance walk ─────────────────────────────
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func _on_sim_tick(_tick_number: int) -> void:
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_orchestrate_ai()
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_advance_walk()
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# Phase 4 — the carry indicator changes when PICKUP/DEPOSIT toils mutate
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# carried_item directly. Cheapest reliable redraw hook is here.
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queue_redraw()
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func _orchestrate_ai() -> void:
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# Phase 3: ask Decision for a job when the pawn is idle OR when a forced job
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# is queued (forced_job preempts the current job — player override semantics).
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# Decision's layer 2 consumes the forced_job slot; layer 4 falls back to work
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# providers when no override is queued.
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if job_runner == null:
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return
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if forced_job != null or not job_runner.has_job():
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var next_job = Decision.pick_next_job(self, World.work_providers)
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if next_job != null:
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job_runner.start_job(next_job)
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# Tick the runner (a freshly-started job's first toil executes here in the
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# same sim tick — WALK calls pawn.walk_along_path so _advance_walk below
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# immediately starts moving on this tick).
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if job_runner.has_job():
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job_runner.tick()
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func _advance_walk() -> void:
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if not is_walking():
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return
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_step_progress += 1.0 / float(STEP_TICKS)
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if _step_progress >= 1.0:
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tile = _path[0]
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_path.remove_at(0)
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_step_progress = 0.0
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if _path.is_empty():
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_state_label.text = Strings.t(&"pawn.state.idle")
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walk_completed.emit()
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arrived_at_destination.emit(tile)
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Audit.log("pawn", "%s arrived at %s" % [pawn_name, tile])
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# ── render ──────────────────────────────────────────────────────────────────
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func _process(_delta: float) -> void:
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var from_world := _tile_to_world(tile)
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var next := _path[0] if is_walking() else tile
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var to_world := _tile_to_world(next)
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position = from_world.lerp(to_world, _step_progress)
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func _draw() -> void:
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# Body disc — colour derived deterministically from pawn name so each pawn
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# is visually distinct without any art dependency.
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var hue := float(pawn_name.hash() % 360) / 360.0
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var body_colour := Color.from_hsv(hue, 0.7, 0.85)
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draw_circle(Vector2.ZERO, 6.0, body_colour)
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# Dark outline ring.
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draw_arc(Vector2.ZERO, 7.0, 0.0, TAU, 24, Color(0.0, 0.0, 0.0, 0.6), 1.0)
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# Selection ring.
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if _selected:
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draw_arc(Vector2.ZERO, 10.0, 0.0, TAU, 32, Color(1.0, 0.9, 0.2, 0.85), 2.0)
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# Phase 4 — carry indicator: small coloured square at upper-right of body.
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if carried_item != null:
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var ci_hue := float(carried_item.item_type.hash() % 360) / 360.0
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var ci_color := Color.from_hsv(ci_hue, 0.6, 0.85)
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draw_rect(Rect2(6, -10, 7, 7), ci_color)
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draw_rect(Rect2(6, -10, 7, 7), Color(0, 0, 0, 0.7), false, 1.0)
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# ── helpers ─────────────────────────────────────────────────────────────────
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func _tile_to_world(t: Vector2i) -> Vector2:
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return Vector2(
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t.x * TILE_SIZE_PX + TILE_SIZE_PX / 2.0,
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t.y * TILE_SIZE_PX + TILE_SIZE_PX / 2.0
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)
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