Three-agent fan-out. Opus pre-wrote Corpse class + 5 EventBus signals + World registries (corpses, grave_markers) before dispatch so all three slices ran fully parallel. Pattern proven across Phases 12/13/14. Death pipeline (Agent A): - Pawn.is_dead(), _check_death() — pawn_died signal → corpse spawn → corpse_spawned signal → World.unregister_pawn → queue_free - _last_damage_source carries cause from take_damage() (now StringName) - Bleed-out timeout: _bleed_ticks accumulates while bleeding active; at BLEED_OUT_TICKS=432000 (6 in-game hours) force-kills via take_damage - Pawn.portrait_color stored field for corpse head-color hand-off - Corpse: DECAY_PER_TICK=0.05 (~33 in-game min fresh→rotted at 1×), is_rotting()@50, queue_free@100 with corpse_rotted_away signal. Rotting bumps DirtinessSystem (Phase 13 hook) +0.04/tick (~+8/in-game-min) - DEMO_PHASE14_AUTOKILL toggle in world.gd (default false, gates safety) Graveyard + GraveSlot + GraveMarker + Hauling (Agent B): - scenes/world/graveyard_zone.gd — StorageDestination subclass, accepted_types=[corpse], brownish overlay, finds dug GraveSlots - scenes/entities/grave_slot.gd — buildable (ghost→dug) state machine, StorageDestination duck-type interface, accept_corpse() spawns GraveMarker + emits corpse_buried + queue_frees self - scenes/entities/grave_marker.gd — permanent memorial, procedural stone-cross _draw, carries deceased identity, save round-trip - TOOL_GRAVEYARD + TOOL_DIG_GRAVE paint modes (Designation dispatch) - KIND_PICKUP_CORPSE + KIND_DEPOSIT_CORPSE toils + JobRunner handlers - HaulingProvider.find_best_for iterates World.corpses in addition to items_needing_haul; corpse-payload stored as Node metadata on pawn - ConstructionProvider duck-type already accepts GraveSlot (no change) Cremation + Ash + Mood thoughts (Agent C): - scenes/entities/cremation_pyre.gd — extends Workbench, label 'Pyre', auto-populates FOREVER bill for cremate_corpse, on_craft_complete drops 1 ash + emits corpse_cremated + queue_frees corpse - Recipe.ingredient2_type/count added with save round-trip; recipe catalog entry cremate_corpse(TYPE_CORPSE primary + 5 wood secondary) NOTE: CraftingProvider still only enforces ingredient1 — documented gap, ships when crafting is generalized. - Item.TYPE_ASH added + ALL_TYPES filter array entry - 4 mood thoughts: saw_corpse (-3 EVENT 1200t max=3), buried_friend (+2 EVENT 2400t), cremated_friend (+2 EVENT 2400t), rotting_body_in_colony (-4 PERSISTENT stacks=count capped at 3) - Pawn sync hooks: proximity scan (saw_corpse), signal listeners (buried/cremated within 8-tile radius), count helper for rotting MCP runtime verified: - DEMO_PHASE14_AUTOKILL toggle force-killed Bram at tick 50 - 'Bram DIED (cause=demo_kill, tile=(20, 36))' + corpse spawned - 'Cora: saw_corpse thought added (corpse Bram at dist 5)' — mood -3 - Painted graveyard + dig_grave → grave dug to completion verified in build_queue (grave @(22, 39) complete=true) - Hauler round-trip (corpse → GraveSlot → GraveMarker) WIRED correctly but didn't land within decay window at ULTRA speed (12×) — corpse rotted before priority-3 corpse-haul scheduled. Tuning for Phase 20. - Screenshot captured: fresh corpse silhouette at cabin doorway Delegation: 3× gdscript-refactor (Sonnet) agents in parallel; integration + MCP runtime verify on Opus. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
186 lines
6.9 KiB
GDScript
186 lines
6.9 KiB
GDScript
class_name HaulingProvider extends WorkProvider
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## WorkProvider for the Hauling work category. Slots into the 5-layer pawn AI
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## (Decision → WorkProvider → Job + JobRunner) as layer 2.
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##
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## Each call to find_best_for(pawn) scans World.items_needing_haul for the
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## item closest to `pawn` that has a valid, reachable destination, then builds
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## a 4-toil haul job: walk → pickup → walk → deposit.
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##
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## sweep_for_better_destinations() is a periodic helper (called by World every
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## ~100 sim ticks) that marks items in lower-priority destinations dirty when a
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## higher-priority destination has space — enabling the "items flow upward"
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## priority cascade described in design.md.
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##
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## Pawn is intentionally duck-typed (no class_name reference) to match the
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## WorkProvider convention and avoid init-order issues.
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##
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## See docs/architecture.md "HaulingProvider".
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func _init() -> void:
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category = &"haul"
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# Priority 3 — below chop (5) and mine (4); above rest (1).
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# Adjusted once the full 9-category matrix is authored in Phase 17.
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priority = 3
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# ── WorkProvider override ─────────────────────────────────────────────────────
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## Returns a haul Job for `pawn`, or null if no valid work exists.
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## Picks the item (or corpse) closest to `pawn` (Manhattan distance) that has
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## an open slot in the highest-priority destination accepting its type.
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## Phase 4 simplification: one carry at a time — skip if pawn is already holding something.
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func find_best_for(pawn) -> Job:
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# One carry at a time — skip if the pawn is already holding an item.
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if pawn.get("carried_item") != null:
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return null
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var best_item = null
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var best_dest = null
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var best_drop_cell: Vector2i = Vector2i(-1, -1)
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var best_dist: int = 999999
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var best_is_corpse: bool = false
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# ── regular items ─────────────────────────────────────────────────────────
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for item in World.items_needing_haul.keys():
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# Skip items another pawn is already carrying.
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if item.being_carried:
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continue
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# Find the best destination for this item type + priority.
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var dest = _find_best_destination_for(item)
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if dest == null:
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continue
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var drop: Vector2i = dest.find_drop_position(item)
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if drop == Vector2i(-1, -1):
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continue
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# Skip an item that is already sitting in the destination we'd haul it to.
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# Avoids pointless re-haul of an item that is exactly where it should be.
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# (Phase 16 refines this once the item→destination link is persisted.)
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var current_dest = _destination_for_tile(item.tile)
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if current_dest != null and current_dest == dest:
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continue
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# Nearest-first heuristic (pawn → item only).
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var d: int = abs(item.tile.x - pawn.tile.x) + abs(item.tile.y - pawn.tile.y)
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if d < best_dist:
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best_dist = d
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best_item = item
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best_dest = dest
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best_drop_cell = drop
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best_is_corpse = false
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# ── Phase 14: corpses ─────────────────────────────────────────────────────
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# Corpses route to GraveSlot StorageDestinations exactly like items, but
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# use PICKUP_CORPSE / DEPOSIT_CORPSE toils (since Corpse is not an Item).
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for corpse in World.corpses:
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# Skip corpses another pawn is already carrying.
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if corpse.get_meta("being_carried_corpse", false):
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continue
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var dest = _find_best_destination_for(corpse)
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if dest == null:
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continue
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var drop: Vector2i = dest.find_drop_position(corpse)
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if drop == Vector2i(-1, -1):
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continue
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var d: int = abs(corpse.tile.x - pawn.tile.x) + abs(corpse.tile.y - pawn.tile.y)
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if d < best_dist:
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best_dist = d
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best_item = corpse
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best_dest = dest
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best_drop_cell = drop
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best_is_corpse = true
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if best_item == null:
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return null
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var j := Job.new()
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if best_is_corpse:
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j.label = "Haul corpse '%s' -> (%d,%d)" % [
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best_item.deceased_name,
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best_drop_cell.x,
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best_drop_cell.y,
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]
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j.toils.append(Toil.walk_to(best_item.tile))
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j.toils.append(Toil.pickup_corpse())
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j.toils.append(Toil.walk_to(best_drop_cell))
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j.toils.append(Toil.deposit_corpse())
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else:
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j.label = "Haul %s x%d -> (%d,%d)" % [
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best_item.item_type,
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best_item.stack_size,
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best_drop_cell.x,
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best_drop_cell.y,
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]
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j.toils.append(Toil.walk_to(best_item.tile))
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j.toils.append(Toil.pickup())
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j.toils.append(Toil.walk_to(best_drop_cell))
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j.toils.append(Toil.deposit())
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return j
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# ── priority cascade ──────────────────────────────────────────────────────────
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## Periodic sweep (called by World every ~100 sim ticks).
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## Walks all items NOT already in the dirty set and marks them dirty when:
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## (a) they are loose on the floor with no destination covering their tile, OR
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## (b) they are in a stockpile but a higher-priority destination now has room.
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## Returns the count of newly marked items (logged when > 0).
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## This is the mechanism that makes "items flow up" to Critical stockpiles.
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func sweep_for_better_destinations() -> int:
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var count: int = 0
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for item in World.items:
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if item.being_carried:
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continue
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# Already flagged — HaulingProvider will handle it.
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if World.items_needing_haul.has(item):
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continue
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var current = _destination_for_tile(item.tile)
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var best = _find_best_destination_for(item)
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if current == null and best != null:
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# Loose item with a valid destination — mark it.
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World.items_needing_haul[item] = true
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count += 1
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elif current != null and best != null:
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# Item is stored, but a better destination exists.
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if int(best.priority) < int(current.priority):
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World.items_needing_haul[item] = true
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count += 1
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if count > 0:
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Audit.log("hauling", "sweep marked %d items for re-haul" % count)
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return count
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# ── private helpers ───────────────────────────────────────────────────────────
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## Returns the highest-priority StorageDestination that accepts `item` and has
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## at least one open slot. Among equal-priority destinations, first found wins.
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## Returns null when no destination qualifies.
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func _find_best_destination_for(item):
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var best = null
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for dest in World.stockpiles:
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if not dest.accepts(item):
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continue
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if dest.find_drop_position(item) == Vector2i(-1, -1):
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continue
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# Lower enum int = higher priority (CRITICAL=0 beats HIGH=1).
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if best == null or int(dest.priority) < int(best.priority):
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best = dest
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return best
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## Returns the StorageDestination whose region contains `tile`, or null if the
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## tile is not inside any registered destination.
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func _destination_for_tile(tile: Vector2i):
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for dest in World.stockpiles:
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if dest.covers_tile(tile):
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return dest
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return null
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