Three gdscript-refactor agents in parallel; Opus integrated and verified
the sleep+wake cycle via MCP runtime.
Bed entity (Agent A, scenes/entities/bed.{gd,tscn} + world.gd, ~280 lines):
- class Bed extends Node2D — bottom-anchored 3/4 perspective like Wall/Workbench
- BuildJob interface (is_buildable / on_build_tick / _complete) — same pattern
as Wall / Crate / Workbench. blocks_pathing_when_complete=false (walkable).
- Quality-tinted sheet colours by Item.Quality tier (drab grey → blue →
gold-brown → regal pink); white pillow + dark frame constant across tiers.
- claim(pawn) / release() / is_available() — atomic occupancy; claim re-checks
is_available() inside to avoid race conditions during pawn walk-to-bed.
- World.beds registry + register_bed / unregister_bed (mirrors workbench pattern)
Sleep need + SleepProvider + KIND_SLEEP toil (Agent B, ~220 lines):
- Pawn.sleep: float 0..100. SLEEP_DECAY_PER_TICK=0.015 (~6667 ticks / 5.5 min
at 1× / 1 min at Ultra to fully tire). Slower than hunger.
- is_tired() at <30; is_exhausted() at <5 (Phase 9 status interrupt hook)
- SleepProvider priority=8 (highest — sleep beats eat=7 when both urgent)
- Toil.KIND_SLEEP + Toil.sleep_in_bed(NodePath) factory
- JobRunner._tick_sleep: first-tick bed claim (with race-loss → floor fallback),
per-tick recovery (bed=0.5/tick, floor=0.25/tick), wake-when-full at ≥99,
emergency ceiling SLEEP_TICKS_MAX=2000 prevents stuck-asleep loops
Thoughts + mood + Sulking (Agent C, ~290 lines):
- scenes/ai/thought.gd: class Thought (RefCounted) with id, modifier, lifetime
(PERSISTENT/EVENT), stacks, ticks_remaining; MAX_STACKS_PER_THOUGHT=5 locked
- scenes/ai/thought_catalog.gd: ThoughtCatalog with 5 Phase 8 thoughts —
hungry(-6, PERSISTENT) / tired(-4, PERSISTENT) / well_rested(+5, EVENT 1200t)
/ slept_on_floor(-5, EVENT 1200t) / ate_meal(+3, EVENT 800t, stacks up to 3)
- Pawn extended: thoughts: Array, mood: float (base 50), sulking: bool,
_sulk_low_ticks. add_thought (stack-merge by id), remove_thought_by_id,
has_thought, is_sulking. _process_thoughts in sim_tick decays EVENT thoughts,
syncs PERSISTENT thoughts to state (hungry/tired), recomputes mood, checks
sulking transition: mood < 25 for MOOD_SULK_SUSTAIN_TICKS=600 ticks → SULKING;
mood >= 35 → recover.
- Decision Layer 1 extended: pawn.is_sulking() → return null (sulking pawns
refuse all work; Phase 17 may add Wandering variant)
- EventBus.pawn_mood_changed signal
- JobRunner._tick_eat: fires ate_meal thought when consuming MEAL/BREAD
- JobRunner._tick_sleep: fires well_rested or slept_on_floor on wake
Opus integration:
- world.tscn: SleepProvider node added (9 providers total)
- world.gd registers in priority order:
sleep=8 > eat=7 > construction=6 > chop=5 ≈ plant=5 > mine=4 ≈ crafting=4 > haul=3 > rest=0
- Demo seed: 3 beds along cabin's north row at (45/47/49, 24), pre-built
so pawns can sleep immediately when tired
Acceptance — MCP-verified end-to-end:
- Pre-tired Bram at sleep=25 → SleepProvider issued 'Sleep at (45, 24)' job
- Bram walked to bed, claimed, slept 200 ticks, woke at sleep≥99
- Bed released back to available; well_rested thought fired (+5 mood)
- After ~12000 ticks total: all 3 pawns slept (sleep recovered to 67/86/51),
thoughts active (1-2 per pawn — well_rested + ate_meal from Phase 7 cooked
bread consumption), beds all back to available, no claim leaks
- Mood compute working (base 50 + thought modifiers); sulking transition
ready but didn't fire — would need misery accumulation (Phase 9 Cold +
Bleeding statuses) to drive mood < 25 sustained
Phase 8 followups for later phases:
- Sulking returns null (stand still); Phase 17 may add Wandering soft-break
that issues a random-walk job
- Bed ownership (_owner_pawn) reserved but not used in Phase 8 — Phase 17
may add 'bedrooms' where each pawn claims a specific bed
- _tick_sleep's using_bed local-var reset pattern is correct but fragile;
cleanup pass when status interrupts (Phase 9) wire into the eat/sleep
cancellation path
Delegation report this phase:
- Agent A: Bed entity (buildable, quality-tinted, claim/release)
- Agent B: Pawn.sleep + SleepProvider + KIND_SLEEP toil + JobRunner._tick_sleep
- Agent C: Thought + ThoughtCatalog + Pawn mood/sulking + Decision Layer 1
+ JobRunner thought hooks in _tick_eat / _tick_sleep
- Opus: scene wiring + 3 beds in demo seed + MCP runtime verification
~75% of Phase 8 GDScript was subagent-authored.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
634 lines
22 KiB
GDScript
634 lines
22 KiB
GDScript
class_name JobRunner
|
||
extends Node
|
||
## Executes a Job's toils on behalf of a Pawn.
|
||
##
|
||
## Sits between the Decision layer and the Pawn's physical state. The
|
||
## Decision layer (or a WorkProvider) hands us a Job; we tick through its
|
||
## toils one-by-one and fire job_completed when the last toil is done.
|
||
##
|
||
## Design notes (docs/architecture.md — Pawn AI 5-layer pipeline):
|
||
## - JobRunner is layer 3 of 5. Don't add control-flow that belongs to
|
||
## Decision (layer 1) or WorkProvider (layer 2) here.
|
||
## - Pawn and Pathfinder are held as untyped vars to avoid class_name
|
||
## registration-order issues between autoloads and scene scripts.
|
||
## - tick() is called from Pawn._on_sim_tick each sim tick. Never spin
|
||
## render-frame work off this function.
|
||
##
|
||
## Save / load contract (NON-NEGOTIABLE, Phase 3 acceptance criterion):
|
||
## to_dict() / from_dict() round-trip mid-toil state exactly. A WALK
|
||
## toil with started=true restores correctly: on the first tick after load
|
||
## the runner sits in the "already started, waiting for walk_completed"
|
||
## branch, so pawn.walk_along_path() is NOT called again (which would
|
||
## reset the pawn's progress). The pawn finishes its own restored walk
|
||
## under its own steam, eventually fires walk_completed, and the toil is
|
||
## marked done. See _tick_walk() for the branch logic.
|
||
|
||
signal job_started(job)
|
||
signal job_completed(job)
|
||
|
||
## Untyped — avoids class_name registration-order trap.
|
||
var pawn = null
|
||
## Untyped — avoids class_name registration-order trap.
|
||
var pathfinder = null
|
||
## Current Job being executed; null when idle.
|
||
var job = null
|
||
|
||
|
||
# ── lifecycle ────────────────────────────────────────────────────────────────
|
||
|
||
## Wire refs. Must be called once before any other method.
|
||
## Connects pawn.walk_completed → _on_pawn_walk_completed.
|
||
func setup(pawn_ref, pathfinder_ref) -> void:
|
||
pawn = pawn_ref
|
||
pathfinder = pathfinder_ref
|
||
pawn.walk_completed.connect(_on_pawn_walk_completed)
|
||
|
||
|
||
# ── public API ───────────────────────────────────────────────────────────────
|
||
|
||
## Replace the current job (if any) and begin executing the new one.
|
||
## Resets nothing on the new job — current_toil_index is used as-is so
|
||
## that a restored-from-save job continues from its saved toil position.
|
||
func start_job(j) -> void:
|
||
job = j
|
||
Audit.log(
|
||
"job_runner",
|
||
"%s start: %s (%d toils)" % [pawn.pawn_name, j.label, j.toils.size()]
|
||
)
|
||
emit_signal("job_started", j)
|
||
|
||
|
||
## Drop the current job without signalling completion.
|
||
## Any walk already in progress is left to finish naturally
|
||
## (Phase 3 simplicity; Phase 5+ may add a hard-abort path).
|
||
func cancel_job() -> void:
|
||
job = null
|
||
|
||
|
||
## True when a job is currently assigned.
|
||
func has_job() -> bool:
|
||
return job != null
|
||
|
||
|
||
# ── sim tick ────────────────────────────────────────────────────────────────
|
||
|
||
## Called from Pawn._on_sim_tick each sim tick.
|
||
## Executes the active toil; advances to the next when it is done;
|
||
## emits job_completed when the last toil completes.
|
||
func tick() -> void:
|
||
if job == null:
|
||
return
|
||
|
||
var t = job.active_toil()
|
||
if t == null:
|
||
_emit_complete()
|
||
return
|
||
|
||
match t.kind:
|
||
Toil.KIND_WALK:
|
||
_tick_walk(t)
|
||
Toil.KIND_WAIT:
|
||
_tick_wait(t)
|
||
Toil.KIND_IDLE:
|
||
pass # Never completes on its own — Decision or player overrides.
|
||
Toil.KIND_INTERACT:
|
||
_tick_interact(t)
|
||
Toil.KIND_BUILD:
|
||
_tick_build(t)
|
||
Toil.KIND_PICKUP:
|
||
_tick_pickup(t)
|
||
Toil.KIND_DEPOSIT:
|
||
_tick_deposit(t)
|
||
Toil.KIND_CRAFT:
|
||
_tick_craft(t)
|
||
Toil.KIND_EAT:
|
||
_tick_eat(t)
|
||
Toil.KIND_SLEEP:
|
||
_tick_sleep(t)
|
||
|
||
if t.done:
|
||
job.advance()
|
||
if job.is_complete():
|
||
_emit_complete()
|
||
|
||
|
||
# ── save / load ──────────────────────────────────────────────────────────────
|
||
|
||
## Serialise the runner's persistent state.
|
||
## {"job": <dict or null>}
|
||
func to_dict() -> Dictionary:
|
||
return {
|
||
"job": job.to_dict() if job != null else null,
|
||
}
|
||
|
||
|
||
## Restore from a dict produced by to_dict().
|
||
## If the "job" key holds a Dictionary, reconstructs a Job via Job.from_dict().
|
||
func from_dict(d: Dictionary) -> void:
|
||
var job_data = d.get("job", null)
|
||
if job_data is Dictionary:
|
||
job = Job.from_dict(job_data)
|
||
|
||
|
||
# ── signal handlers ──────────────────────────────────────────────────────────
|
||
|
||
## Fired by the Pawn when it finishes walking its path.
|
||
## Marks the active WALK toil done so the next tick() advances past it.
|
||
## Does NOT call job.advance() directly — tick() handles that.
|
||
func _on_pawn_walk_completed() -> void:
|
||
if job == null:
|
||
return
|
||
var t = job.active_toil()
|
||
if t != null and t.kind == Toil.KIND_WALK:
|
||
t.done = true
|
||
|
||
|
||
# ── toil executors ──────────────────────────────────────────────────────────
|
||
|
||
## Execute one tick of a WALK toil.
|
||
##
|
||
## On the FIRST tick (started=false):
|
||
## - If the pawn is already at the destination, complete immediately.
|
||
## - Otherwise ask the pathfinder for a route. If unreachable, log and
|
||
## complete (skip-and-continue; the WorkProvider is responsible for
|
||
## vetting reachability before issuing the job).
|
||
## - Hand the path to the pawn and mark started=true. From now on this
|
||
## function is a no-op — we just wait for the walk_completed signal.
|
||
##
|
||
## On SUBSEQUENT ticks (started=true):
|
||
## - No-op. The pawn walks under its own steam.
|
||
##
|
||
## After LOAD (started=true from saved state):
|
||
## - Same as subsequent ticks — pawn restores its own path and fires
|
||
## walk_completed when it arrives. We do NOT call walk_along_path again.
|
||
func _tick_walk(t) -> void:
|
||
if not t.data.get("started", false):
|
||
var dest: Vector2i = t.get_walk_destination()
|
||
if pawn.tile == dest:
|
||
t.done = true
|
||
return
|
||
var path: Array[Vector2i] = pathfinder.find_path(pawn.tile, dest)
|
||
if path.is_empty():
|
||
Audit.log(
|
||
"job_runner",
|
||
"%s unreachable: %s → %s" % [pawn.pawn_name, pawn.tile, dest]
|
||
)
|
||
t.done = true
|
||
return
|
||
pawn.walk_along_path(path)
|
||
t.data["started"] = true
|
||
|
||
|
||
## Execute one tick of a WAIT toil.
|
||
## Decrements the counter; sets done when it reaches zero.
|
||
func _tick_wait(t) -> void:
|
||
t.data["ticks_remaining"] -= 1
|
||
if t.data["ticks_remaining"] <= 0:
|
||
t.done = true
|
||
|
||
|
||
## Execute one tick of an INTERACT toil.
|
||
##
|
||
## First tick: resolve the target node from the stored NodePath string.
|
||
## If the target is gone or freed, log and skip immediately (done=true).
|
||
## Otherwise mark started and log the action start.
|
||
##
|
||
## Every subsequent tick: call tick_method on the target. After the call,
|
||
## check whether the target has been consumed (is_choppable/is_mineable
|
||
## returns false, or the node was freed). If so, mark done.
|
||
func _tick_interact(t) -> void:
|
||
var target_path := NodePath(t.data.get("target", ""))
|
||
var target = get_tree().get_root().get_node_or_null(target_path)
|
||
|
||
if not t.data.get("started", false):
|
||
if target == null or not is_instance_valid(target):
|
||
Audit.log(
|
||
"job_runner",
|
||
"%s interact target gone — skipping" % pawn.pawn_name
|
||
)
|
||
t.done = true
|
||
return
|
||
t.data["started"] = true
|
||
Audit.log(
|
||
"job_runner",
|
||
"%s interact start: %s.%s" % [pawn.pawn_name, target.name, t.data.get("tick_method", "")]
|
||
)
|
||
|
||
# Re-resolve each tick in case the node was freed between ticks.
|
||
target = get_tree().get_root().get_node_or_null(target_path)
|
||
if target == null or not is_instance_valid(target):
|
||
t.done = true
|
||
return
|
||
|
||
target.call(StringName(t.data.get("tick_method", "")))
|
||
|
||
# Re-check validity after the call (the call may have freed the node).
|
||
if target == null or not is_instance_valid(target):
|
||
t.done = true
|
||
return
|
||
# Probe any known "still-active?" predicate. First match that returns false
|
||
# closes the toil. Order matches natural work priority (chop → mine → plant).
|
||
var _probes: Array[StringName] = [
|
||
&"is_choppable", &"is_mineable", &"is_harvestable", &"is_sowable"
|
||
]
|
||
for probe in _probes:
|
||
if target.has_method(probe) and not target.call(probe):
|
||
Audit.log(
|
||
"job_runner",
|
||
"%s interact done: %s.%s() → false" % [pawn.pawn_name, target.name, probe]
|
||
)
|
||
t.done = true
|
||
return
|
||
|
||
|
||
## Execute one tick of a BUILD toil.
|
||
##
|
||
## Mirrors _tick_interact's pattern, but drives construction entities (Wall,
|
||
## Floor, Door) via on_build_tick() / is_buildable() instead of on_chop_tick()
|
||
## / is_choppable(). The site is "done" (toil complete) when is_buildable()
|
||
## returns false — meaning the entity finished building OR was removed.
|
||
##
|
||
## First tick: resolve target from NodePath. If already gone, skip immediately.
|
||
## Every subsequent tick: call on_build_tick() then check is_buildable(). Once
|
||
## false the site is built (or cancelled); mark toil done.
|
||
func _tick_build(t) -> void:
|
||
var target_path := NodePath(t.data.get("target", ""))
|
||
var target = get_tree().get_root().get_node_or_null(target_path)
|
||
|
||
if not t.data.get("started", false):
|
||
if target == null or not is_instance_valid(target):
|
||
Audit.log(
|
||
"job_runner",
|
||
"%s build target gone — skipping" % pawn.pawn_name
|
||
)
|
||
t.done = true
|
||
return
|
||
t.data["started"] = true
|
||
Audit.log(
|
||
"job_runner",
|
||
"%s build start: %s" % [pawn.pawn_name, target.name]
|
||
)
|
||
|
||
# Re-resolve each tick in case the node was freed between ticks.
|
||
target = get_tree().get_root().get_node_or_null(target_path)
|
||
if target == null or not is_instance_valid(target):
|
||
t.done = true
|
||
return
|
||
|
||
target.on_build_tick()
|
||
|
||
# Re-check after the call (on_build_tick may complete + free the ghost state).
|
||
if target == null or not is_instance_valid(target):
|
||
t.done = true
|
||
return
|
||
if target.has_method("is_buildable") and not target.is_buildable():
|
||
Audit.log(
|
||
"job_runner",
|
||
"%s build done: %s" % [pawn.pawn_name, target.name]
|
||
)
|
||
t.done = true
|
||
|
||
|
||
## Execute one tick of a PICKUP toil.
|
||
##
|
||
## Finds the first unheld Item at pawn.tile in World.items.
|
||
## Transfers it into pawn.carried_item via set_being_carried(true).
|
||
## Completes in a single tick.
|
||
func _tick_pickup(t) -> void:
|
||
var item = null
|
||
for it in World.items:
|
||
if it.tile == pawn.tile and not it.being_carried:
|
||
item = it
|
||
break
|
||
if item == null:
|
||
Audit.log(
|
||
"job_runner",
|
||
"%s pickup: no item at %s" % [pawn.pawn_name, pawn.tile]
|
||
)
|
||
t.done = true
|
||
return
|
||
pawn.carried_item = item
|
||
item.set_being_carried(true)
|
||
Audit.log(
|
||
"job_runner",
|
||
"%s pickup: %s ×%d" % [pawn.pawn_name, item.item_type, item.stack_size]
|
||
)
|
||
t.done = true
|
||
|
||
|
||
## Execute one tick of a DEPOSIT toil.
|
||
##
|
||
## Places pawn.carried_item at pawn.tile (pixel-centred in the 16 px grid).
|
||
## Clears pawn.carried_item. Completes in a single tick.
|
||
func _tick_deposit(t) -> void:
|
||
if pawn.carried_item == null:
|
||
Audit.log(
|
||
"job_runner",
|
||
"%s deposit: nothing to deposit" % pawn.pawn_name
|
||
)
|
||
t.done = true
|
||
return
|
||
var item = pawn.carried_item
|
||
item.tile = pawn.tile
|
||
item.position = Vector2(pawn.tile.x * 16 + 8, pawn.tile.y * 16 + 8)
|
||
item.set_being_carried(false)
|
||
pawn.carried_item = null
|
||
# Phase 4: clear the haul-dirty flag — item has landed at its destination.
|
||
# The periodic sweep_for_better_destinations will re-mark it if a higher-
|
||
# priority destination opens up later.
|
||
World.clear_item_haul_flag(item)
|
||
# Phase 5: if the destination tile is covered by a Crate (single-tile
|
||
# container), register the item into the crate's contents. StockpileZone
|
||
# doesn't need this — its items just live at the floor tile.
|
||
var dest = World.stockpile_at_tile(pawn.tile)
|
||
if dest != null and dest.has_method("register_item"):
|
||
dest.register_item(item)
|
||
Audit.log(
|
||
"job_runner",
|
||
"%s deposit: %s ×%d at %s" % [pawn.pawn_name, item.item_type, item.stack_size, pawn.tile]
|
||
)
|
||
t.done = true
|
||
|
||
|
||
## Execute one tick of a CRAFT toil.
|
||
##
|
||
## First tick (started=false):
|
||
## - Resolves the Workbench node from the stored NodePath. Missing → skip.
|
||
## - Looks up the Bill at data["bill_index"]. Out-of-range → skip.
|
||
## - Validates pawn position matches workbench.tile. Mismatch → skip.
|
||
## - Validates pawn is carrying the correct ingredient type. Missing → skip.
|
||
## - Calls wb.begin_craft(bill) to register the active bill + reset progress.
|
||
## - Marks started=true and logs the craft start.
|
||
##
|
||
## Every tick (including first, after the checks above):
|
||
## - Calls wb.tick_craft() which increments current_work_progress and returns
|
||
## true when bill.recipe.work_ticks is reached.
|
||
## - On completion:
|
||
## * Consumes the carried ingredient (queue_free + clear pawn slot).
|
||
## * Rolls quality via QualityCalc.roll() using the pawn's skill level.
|
||
## * Spawns an Item scene child of wb.get_parent() at wb.tile.
|
||
## * Calls wb.on_craft_complete() (records bill completion + resets state).
|
||
## * Logs the result and marks toil done.
|
||
func _tick_craft(t) -> void:
|
||
var wb_path := NodePath(t.data.get("workbench", ""))
|
||
var wb = get_tree().get_root().get_node_or_null(wb_path)
|
||
|
||
if not t.data.get("started", false):
|
||
# ── first-tick validation ─────────────────────────────────────────────
|
||
if wb == null or not is_instance_valid(wb):
|
||
Audit.log("job_runner", "%s craft: workbench gone — skipping" % pawn.pawn_name)
|
||
t.done = true
|
||
return
|
||
|
||
var bill_index: int = int(t.data.get("bill_index", -1))
|
||
if bill_index < 0 or bill_index >= wb.bills.size():
|
||
Audit.log(
|
||
"job_runner",
|
||
"%s craft: invalid bill_index %d — skipping" % [pawn.pawn_name, bill_index]
|
||
)
|
||
t.done = true
|
||
return
|
||
|
||
var bill = wb.bills[bill_index]
|
||
|
||
if pawn.tile != wb.tile:
|
||
Audit.log(
|
||
"job_runner",
|
||
"%s not at workbench (pawn=%s wb=%s) — skipping" % [pawn.pawn_name, pawn.tile, wb.tile]
|
||
)
|
||
t.done = true
|
||
return
|
||
|
||
if pawn.carried_item == null or pawn.carried_item.item_type != bill.recipe.ingredient_type:
|
||
Audit.log(
|
||
"job_runner",
|
||
"%s craft: wrong or missing ingredient — skipping" % pawn.pawn_name
|
||
)
|
||
t.done = true
|
||
return
|
||
|
||
# Register the bill with the workbench and reset its progress counter.
|
||
wb.begin_craft(bill)
|
||
t.data["started"] = true
|
||
Audit.log("job_runner", "%s craft start: %s" % [pawn.pawn_name, bill.recipe.label])
|
||
|
||
# ── per-tick progress ─────────────────────────────────────────────────────
|
||
# Re-resolve each tick in case the workbench was freed between ticks.
|
||
wb = get_tree().get_root().get_node_or_null(wb_path)
|
||
if wb == null or not is_instance_valid(wb):
|
||
t.done = true
|
||
return
|
||
|
||
# tick_craft() advances the progress counter and returns true when done.
|
||
var craft_done: bool = wb.tick_craft()
|
||
if not craft_done:
|
||
return # Still working — toil remains active.
|
||
|
||
# ── craft complete ────────────────────────────────────────────────────────
|
||
|
||
# Retrieve the bill now (before on_craft_complete clears current_bill).
|
||
var bill_index: int = int(t.data.get("bill_index", -1))
|
||
if bill_index < 0 or bill_index >= wb.bills.size():
|
||
# Guard against the workbench mutating bills mid-craft.
|
||
wb.on_craft_complete()
|
||
t.done = true
|
||
return
|
||
var bill = wb.bills[bill_index]
|
||
|
||
# Consume ingredient.
|
||
var ingredient = pawn.carried_item
|
||
pawn.carried_item = null
|
||
if ingredient != null and is_instance_valid(ingredient):
|
||
ingredient.queue_free()
|
||
|
||
# Roll quality based on pawn skill for this recipe.
|
||
var skill_level: int = pawn.get_skill(bill.recipe.required_skill)
|
||
var quality: int = QualityCalc.roll(skill_level)
|
||
|
||
# Spawn output Item as a sibling of the workbench (World scene level).
|
||
var item_scene: PackedScene = load("res://scenes/entities/item.tscn")
|
||
var output_item = item_scene.instantiate()
|
||
wb.get_parent().add_child(output_item)
|
||
output_item.setup(bill.recipe.output_type, 1, wb.tile)
|
||
output_item.quality = quality
|
||
|
||
# Record completion on the bill and reset workbench state.
|
||
wb.on_craft_complete()
|
||
|
||
Audit.log(
|
||
"job_runner",
|
||
"%s crafted %s ×1 quality=%s at %s" % [
|
||
pawn.pawn_name,
|
||
bill.recipe.output_type,
|
||
Item.Quality.keys()[quality],
|
||
wb.tile,
|
||
]
|
||
)
|
||
t.done = true
|
||
|
||
|
||
## Execute one tick of an EAT toil.
|
||
##
|
||
## Consumes pawn.carried_item and restores hunger based on the item type:
|
||
## MEAL: +60 BREAD: +45 VEGETABLE: +25 GRAIN: +10 (raw, last resort)
|
||
## The item is freed and the carry slot is cleared. Completes in a single tick.
|
||
## If the pawn has nothing to eat, logs and completes immediately so the job
|
||
## runner does not stall.
|
||
func _tick_eat(t) -> void:
|
||
if pawn.carried_item == null:
|
||
Audit.log("job_runner", "%s eat: nothing to eat" % pawn.pawn_name)
|
||
t.done = true
|
||
return
|
||
|
||
var item_type: StringName = pawn.carried_item.item_type
|
||
var nutrition: int
|
||
match item_type:
|
||
Item.TYPE_MEAL: nutrition = 60
|
||
Item.TYPE_BREAD: nutrition = 45
|
||
Item.TYPE_VEGETABLE: nutrition = 25
|
||
Item.TYPE_GRAIN: nutrition = 10
|
||
_:
|
||
# Fallback for any unrecognised food type — treat as vegetables.
|
||
nutrition = 25
|
||
|
||
pawn.set_hunger(pawn.hunger + float(nutrition))
|
||
# Phase 8 — fire ate_meal thought for cooked food (MEAL or BREAD).
|
||
# Raw food (VEGETABLE, GRAIN) gives no mood bonus — player incentive to
|
||
# build a cooking hearth per design.md "Thought list".
|
||
if item_type == Item.TYPE_MEAL or item_type == Item.TYPE_BREAD:
|
||
if pawn.has_method("add_thought"):
|
||
pawn.add_thought(ThoughtCatalog.ate_meal())
|
||
pawn.carried_item.queue_free()
|
||
pawn.carried_item = null
|
||
|
||
Audit.log(
|
||
"job_runner",
|
||
"%s ate %s (+%d hunger → %.1f)" % [pawn.pawn_name, item_type, nutrition, pawn.hunger]
|
||
)
|
||
t.done = true
|
||
|
||
|
||
## Execute one tick of a SLEEP toil.
|
||
##
|
||
## Sleep recovery rates (per sim tick):
|
||
## In a bed : 0.5 / tick (fast, restful; pawn wakes when sleep ≥ SLEEP_MAX - 1)
|
||
## On floor : 0.25 / tick (slow, poor rest — mood thought fires via Mood system)
|
||
##
|
||
## First tick (started=false):
|
||
## - Resolves the Bed node from t.data["bed"] (empty string → floor sleep).
|
||
## - If bed path given but node invalid/freed: log + fall back to floor sleep.
|
||
## - If valid bed: call bed.claim(pawn). If claim() returns false (race lost):
|
||
## log + fall back to floor sleep.
|
||
## - Reset ticks_slept = 0, mark started = true.
|
||
## - Log sleep start (bed vs floor).
|
||
##
|
||
## Every tick (including the first after validation):
|
||
## - Increment ticks_slept.
|
||
## - Restore pawn.sleep by the appropriate recovery rate.
|
||
## - When sleep ≥ SLEEP_MAX - 1 (essentially full): release bed, log, done.
|
||
## - Emergency ceiling SLEEP_TICKS_MAX: prevents stuck-asleep loops.
|
||
const SLEEP_RECOVERY_BED: float = 0.5 # /tick in bed
|
||
const SLEEP_RECOVERY_FLOOR: float = 0.25 # /tick on floor
|
||
const SLEEP_TICKS_MAX: int = 2000 # emergency wake ceiling (~100 s at 1×)
|
||
|
||
func _tick_sleep(t) -> void:
|
||
var using_bed: bool = false # resolved on first tick; re-read from data each tick
|
||
|
||
if not t.data.get("started", false):
|
||
# ── first-tick: resolve and claim bed ─────────────────────────────────
|
||
var bed_path_str: String = t.data.get("bed", "")
|
||
var bed = null
|
||
|
||
if bed_path_str != "":
|
||
var bed_path := NodePath(bed_path_str)
|
||
bed = get_tree().get_root().get_node_or_null(bed_path)
|
||
|
||
if bed == null or not is_instance_valid(bed):
|
||
# Bed gone between job creation and arrival.
|
||
Audit.log(
|
||
"job_runner",
|
||
"%s bed gone at %s — sleeping on floor" % [pawn.pawn_name, bed_path_str]
|
||
)
|
||
t.data["bed"] = ""
|
||
bed = null
|
||
elif not bed.claim(pawn):
|
||
# Bed claimed by another pawn during the walk — fall back.
|
||
Audit.log(
|
||
"job_runner",
|
||
"%s bed claim failed at %s — sleeping on floor" % [pawn.pawn_name, bed_path_str]
|
||
)
|
||
t.data["bed"] = ""
|
||
bed = null
|
||
|
||
t.data["started"] = true
|
||
t.data["ticks_slept"] = 0
|
||
|
||
var has_bed: bool = (bed != null)
|
||
Audit.log(
|
||
"job_runner",
|
||
"%s sleep start: %s" % [pawn.pawn_name, "bed" if has_bed else "floor"]
|
||
)
|
||
|
||
# ── per-tick recovery ──────────────────────────────────────────────────────
|
||
t.data["ticks_slept"] = int(t.data.get("ticks_slept", 0)) + 1
|
||
var ticks_slept: int = int(t.data["ticks_slept"])
|
||
|
||
# Determine which rate to use this tick based on whether a bed is still live.
|
||
var current_bed = null
|
||
var bed_path_str: String = t.data.get("bed", "")
|
||
if bed_path_str != "":
|
||
current_bed = get_tree().get_root().get_node_or_null(NodePath(bed_path_str))
|
||
if current_bed != null and not is_instance_valid(current_bed):
|
||
current_bed = null
|
||
|
||
using_bed = (current_bed != null)
|
||
var rate: float = SLEEP_RECOVERY_BED if using_bed else SLEEP_RECOVERY_FLOOR
|
||
pawn.set_sleep(pawn.sleep + rate)
|
||
|
||
# Wake when sleep is essentially full. Compare against the literal 99.0
|
||
# (SLEEP_MAX - 1) rather than pawn.SLEEP_MAX because pawn is duck-typed
|
||
# and const access on an untyped var fails at runtime in GDScript.
|
||
if pawn.sleep >= 99.0:
|
||
if current_bed != null:
|
||
current_bed.release()
|
||
# Phase 8 — fire sleep-quality thought on natural wakeup.
|
||
if pawn.has_method("add_thought"):
|
||
if using_bed:
|
||
pawn.add_thought(ThoughtCatalog.well_rested())
|
||
else:
|
||
pawn.add_thought(ThoughtCatalog.slept_on_floor())
|
||
Audit.log(
|
||
"job_runner",
|
||
"%s woke (slept %d ticks; sleep=%.1f)" % [pawn.pawn_name, ticks_slept, pawn.sleep]
|
||
)
|
||
t.done = true
|
||
return
|
||
|
||
# Emergency ceiling — prevent stuck-asleep loops.
|
||
if ticks_slept > SLEEP_TICKS_MAX:
|
||
if current_bed != null:
|
||
current_bed.release()
|
||
# Phase 8 — fire sleep-quality thought on emergency wake too.
|
||
if pawn.has_method("add_thought"):
|
||
if using_bed:
|
||
pawn.add_thought(ThoughtCatalog.well_rested())
|
||
else:
|
||
pawn.add_thought(ThoughtCatalog.slept_on_floor())
|
||
Audit.log(
|
||
"job_runner",
|
||
"%s emergency wake after %d ticks (sleep=%.1f)" % [pawn.pawn_name, ticks_slept, pawn.sleep]
|
||
)
|
||
t.done = true
|
||
|
||
|
||
# ── helpers ──────────────────────────────────────────────────────────────────
|
||
|
||
## Emit job_completed, log, and clear the job reference.
|
||
func _emit_complete() -> void:
|
||
var completed = job
|
||
job = null
|
||
Audit.log(
|
||
"job_runner",
|
||
"%s done: %s" % [pawn.pawn_name, completed.label]
|
||
)
|
||
emit_signal("job_completed", completed)
|