Three gdscript-refactor agents in parallel + Opus integration.
Entities (scenes/entities/, Agent A — 3 scripts + 3 .tscn, ~460 lines):
- item.gd: 16-type StringName registry (matches design.md filter chips);
Node2D + _draw() colored square + stack-count badge; to_dict/from_dict
- tree.gd: class_name HarvestableTree (Godot 4 ships a built-in 'Tree'
Control class — renamed to avoid the shadow); CHOP_TICKS=80; on_chop_tick
advances progress, fells when complete, drops 3 wood items at tile +
walkable neighbours
- rock.gd: MINE_TICKS=120; angular polygon _draw; mined() drops 1 stone
Toil + provider extensions (scenes/ai/, Agent B — 4 files modified/added,
~250 lines):
- Toil: new KIND_INTERACT (timed entity action), KIND_PICKUP, KIND_DEPOSIT
- JobRunner: _tick_interact resolves NodePath, calls target.<method>()
each tick, marks done when is_choppable/is_mineable returns false;
_tick_pickup finds Item at pawn.tile, transfers to pawn.carried_item;
_tick_deposit places carried_item at pawn.tile + clears the
items_needing_haul dirty flag
- ChopProvider (priority=5): nearest choppable tree; Job=[walk_to + interact]
- MineProvider (priority=4): same for rocks
Hauling system (scenes/world/ + scenes/ai/, Agent C — 4 files, ~330 lines):
- StorageDestination: abstract Node2D base; Priority enum CRITICAL=0..OFF=4;
accepted_types (empty=wildcard); _filter_accepts() helper
- StockpileZone: concrete rect-region zone; _draw paints priority-tinted
overlay (z_index=-1); find_drop_position scans for free cells respecting
one-stack-per-tile rule
- HaulingProvider (priority=3): nearest dirty item × best destination →
4-toil job [walk → pickup → walk → deposit]; sweep_for_better_destinations
enables the priority cascade (items in lower-priority zones re-mark dirty
when a higher-priority destination opens up)
Opus integration (~200 lines):
- World autoload: trees/rocks/items/items_needing_haul/stockpiles registries
+ register/unregister methods; pathfinder reference exposed for entity
code (tree.fell needs is_walkable for neighbour drops)
- Pawn: carried_item slot + carry-indicator (small colored rect upper-right
of body) via queue_redraw in _on_sim_tick
- World scene: registers chop/mine/haul/rest providers; spawns 6 trees
(cluster east-north), 4 rocks (south-east), 2 stockpile zones (Zone A
wood-only NORMAL, Zone B wildcard HIGH); periodic
hauling_provider.sweep_for_better_destinations every 100 sim ticks
Acceptance — MCP-verified end-to-end (the full Phase 4 loop):
- 3 pawns boot, Decision picks chop (highest priority work), all walk to
nearest tree, chop in parallel (3× speed because all 3 call on_chop_tick
per tick). Trees fell, drop wood (18 items). Pawns move to rocks, mine,
drop stone (4 items). Total 22 items spawn.
- HaulingProvider routes wood + stone toward Zone B (wildcard HIGH > Zone
A's wood-only NORMAL). Pawns carry items one at a time, visual indicator
shows during transit. Items deposit, items_needing_haul dirty flag
clears.
- **Priority cascade test:** Zone A promoted from NORMAL to CRITICAL.
Manually-triggered sweep marks 3 wood items in Zone B for re-haul.
Within a few thousand ticks: Zone A has 5 wood (cascaded from Zone B),
Zone B has 4 stone only (wood left, stone stayed because Zone A rejects
stone). Filter + priority cascade working exactly per design.md spec.
Phase 4 gotchas (logged in implementation.md):
- 'Tree' shadows Godot 4's built-in Tree Control class — class_name had to
be renamed to HarvestableTree. Scene/file names stayed as 'tree' since
the game concept is still 'tree'; the rename only affects code-side
type references.
- draw_colored_polygon(points, color) takes a SINGLE Color, not a
PackedColorArray. Agent C had to be reminded; draw_polygon(points, colors)
is the variant that takes per-vertex colors.
- Godot's class-name cache lags behind file changes — a full editor scan
('godot --headless --editor --quit') is needed to flush. Even after
reload_project, type-annotation assignments can fail; duck-typed
variables ('var x = scene.instantiate()') sidestep the issue.
- JobRunner's _tick_deposit had to explicitly call
World.clear_item_haul_flag — the dirty set persisted otherwise and
items appeared 'needing haul' even after deposit.
Delegation report this phase:
- Agent A (Sonnet, gdscript-refactor): Tree + Rock + Item entities + i18n
keys. ~460 lines.
- Agent B (Sonnet, gdscript-refactor): Toil extensions + JobRunner handlers
+ ChopProvider + MineProvider. ~250 lines.
- Agent C (Sonnet, gdscript-refactor): StorageDestination + StockpileZone
+ HaulingProvider with cascade sweep. ~330 lines.
- Opus: World autoload extensions (entity registries + pathfinder ref),
Pawn carry slot + visual, world.tscn/gd wiring, the Tree rename, the
draw_colored_polygon fix, the dirty-set-clear fix, MCP-driven runtime
verification including the full chop-mine-haul loop and the priority
cascade demo.
~75% of Phase 4's GDScript was subagent-authored.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
162 lines
5.9 KiB
GDScript
162 lines
5.9 KiB
GDScript
## Tree entity — choppable by a pawn with a Chop job. Drops wood Item nodes
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## when felled.
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##
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## Chopping model (docs/implementation.md Phase 4):
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## A ChopProvider creates a Job whose INTERACT toil calls on_chop_tick() once
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## per sim tick via JobRunner. After CHOP_TICKS ticks the tree is felled.
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##
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## World registration (World.register_tree / World.unregister_tree) is called
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## here but the methods land in World during Opus integration.
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class_name HarvestableTree extends Node2D
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## NOTE: class_name is HarvestableTree because Godot 4 ships a built-in `Tree`
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## Control node — using "Tree" would shadow that. Filename / scene name stay
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## as `tree` because the game-side concept is still just "tree".
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const TILE_SIZE_PX: int = 16
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## Sim ticks to fell a tree at 1× speed (80 ticks = ~4 sim seconds at 20 Hz).
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const CHOP_TICKS: int = 80
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## Number of separate wood Item nodes dropped on fell.
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const WOOD_DROPS_ON_FELL: int = 3
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## Stack size per dropped Item (Phase 4 simplicity: 3 items of stack 1 each).
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const STACK_SIZE_PER_DROP: int = 1
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# ── state ─────────────────────────────────────────────────────────────────────
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var tile: Vector2i = Vector2i.ZERO
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## 0..CHOP_TICKS. Advanced by on_chop_tick(); tree is felled when equal to CHOP_TICKS.
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var chop_progress: int = 0
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# Preloaded scene for spawned wood items.
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const ITEM_SCENE: PackedScene = preload("res://scenes/entities/item.tscn")
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# ── lifecycle ─────────────────────────────────────────────────────────────────
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func _ready() -> void:
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position = _tile_to_world(tile)
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World.register_tree(self)
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func _exit_tree() -> void:
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World.unregister_tree(self)
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# ── public API ────────────────────────────────────────────────────────────────
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## One-shot initialiser. Call after add_child() so _ready() already fired.
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func setup(start_tile: Vector2i) -> void:
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tile = start_tile
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chop_progress = 0
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position = _tile_to_world(tile)
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queue_redraw()
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Audit.log("tree", "spawned at %s" % tile)
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## True when the tree hasn't been fully chopped yet.
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func is_choppable() -> bool:
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return chop_progress < CHOP_TICKS
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## Called by the INTERACT toil in JobRunner once per sim tick while the pawn
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## works this tree. Advances chop_progress and fells the tree when complete.
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func on_chop_tick() -> void:
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if not is_choppable():
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return
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chop_progress += 1
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queue_redraw()
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if chop_progress >= CHOP_TICKS:
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fell()
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## Drop wood Items and free this node. Called by on_chop_tick() automatically,
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## but also accessible for scripted felling (debug, storyteller events).
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func fell() -> void:
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var drop_tiles := _pick_drop_tiles()
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var drops_count := 0
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for drop_tile in drop_tiles:
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var item: Item = ITEM_SCENE.instantiate()
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get_parent().add_child(item)
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item.setup(Item.TYPE_WOOD, STACK_SIZE_PER_DROP, drop_tile)
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drops_count += 1
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Audit.log("tree", "felled at %s; %d wood drops" % [tile, drops_count])
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queue_free()
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# ── save / load ───────────────────────────────────────────────────────────────
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func to_dict() -> Dictionary:
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return {
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"tile_x": tile.x,
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"tile_y": tile.y,
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"chop_progress": chop_progress,
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}
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static func from_dict(d: Dictionary) -> Dictionary:
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return {
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"tile_x": int(d.get("tile_x", 0)),
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"tile_y": int(d.get("tile_y", 0)),
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"chop_progress": int(d.get("chop_progress", 0)),
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}
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# ── render ────────────────────────────────────────────────────────────────────
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func _draw() -> void:
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# Brown trunk: small filled rect at centre-bottom (~4 wide × 6 tall).
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var trunk_color := Color(0.45, 0.28, 0.12)
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draw_rect(Rect2(Vector2(-2.0, 1.0), Vector2(4.0, 6.0)), trunk_color)
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# Green canopy: large filled circle centered near the top.
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var canopy_color := Color(0.22, 0.60, 0.18)
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draw_circle(Vector2(0.0, -3.0), 7.0, canopy_color)
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# Canopy outline.
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draw_arc(Vector2(0.0, -3.0), 7.0, 0.0, TAU, 24, Color(0.0, 0.0, 0.0, 0.4), 1.0)
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# Chop-progress wedge: a dark angled line on the trunk when partially chopped.
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if chop_progress > 0:
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var ratio := float(chop_progress) / float(CHOP_TICKS)
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var notch_depth := ratio * 3.0
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draw_line(
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Vector2(-2.0, 2.0 + notch_depth),
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Vector2(2.0, 2.0),
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Color(0.15, 0.08, 0.02, 0.9),
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1.5
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)
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# ── helpers ───────────────────────────────────────────────────────────────────
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## Returns up to WOOD_DROPS_ON_FELL tile positions for wood drops.
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## Prefers the tree's own tile then walkable 4-neighbours; falls back to the
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## tree tile for any remaining drops when neighbours are scarce.
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func _pick_drop_tiles() -> Array[Vector2i]:
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var chosen: Array[Vector2i] = []
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# First drop always goes on the tree's tile itself.
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chosen.append(tile)
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# Remaining drops prefer walkable neighbours.
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var offsets: Array[Vector2i] = [Vector2i(1, 0), Vector2i(-1, 0), Vector2i(0, 1), Vector2i(0, -1)]
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for offset in offsets:
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if chosen.size() >= WOOD_DROPS_ON_FELL:
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break
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var candidate: Vector2i = tile + offset
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if World.pathfinder != null and World.pathfinder.is_walkable(candidate):
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chosen.append(candidate)
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# Fill any remaining slots with the tree tile (all 3 land there if boxed in).
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while chosen.size() < WOOD_DROPS_ON_FELL:
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chosen.append(tile)
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return chosen
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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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