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>
64 lines
2.4 KiB
GDScript
64 lines
2.4 KiB
GDScript
class_name Recipe extends RefCounted
|
||
## A recipe describes one production step: what raw material goes in, what
|
||
## product comes out, how long it takes, and what skill is required.
|
||
##
|
||
## Phase 6 ships single-ingredient / single-output recipes. Multi-input is
|
||
## a Phase 7+ expansion — the dict seam in to_dict/from_dict already uses
|
||
## the same key names as the full architecture.md spec so no migration is needed.
|
||
##
|
||
## Save/load contract:
|
||
## var r2 := Recipe.from_dict(r.to_dict())
|
||
## assert(r2.id == r.id and r2.work_ticks == r.work_ticks)
|
||
|
||
const SKILL_CRAFTING: StringName = &"crafting"
|
||
const SKILL_COOKING: StringName = &"cooking"
|
||
|
||
## Unique identifier — e.g. &"plank", &"stone_block", &"basic_meal".
|
||
var id: StringName = &""
|
||
|
||
## Item type consumed by this recipe (single-ingredient for Phase 6).
|
||
var ingredient_type: StringName = &""
|
||
|
||
## Item type produced by this recipe.
|
||
var output_type: StringName = &""
|
||
|
||
## Sim ticks needed at 1× skill (no pawn modifier applied here).
|
||
var work_ticks: int = 100
|
||
|
||
## Which skill governs this recipe's quality roll and speed.
|
||
var required_skill: StringName = SKILL_CRAFTING
|
||
|
||
## Pawn's skill level must be >= this to be assigned this bill.
|
||
## Per design.md: skills modify duration and quality, never permission — so
|
||
## this threshold defaults to 0 (no gate); bill UI lets the player raise it.
|
||
var skill_threshold: int = 0
|
||
|
||
## Human-readable label for Audit logs and (later) bill UI. Not i18n'd here;
|
||
## call Strings.t("item." + id) for player-visible text.
|
||
var label: String = ""
|
||
|
||
|
||
# ── save / load ───────────────────────────────────────────────────────────────
|
||
|
||
func to_dict() -> Dictionary:
|
||
return {
|
||
"id": String(id),
|
||
"ingredient_type": String(ingredient_type),
|
||
"output_type": String(output_type),
|
||
"work_ticks": work_ticks,
|
||
"required_skill": String(required_skill),
|
||
"skill_threshold": skill_threshold,
|
||
"label": label,
|
||
}
|
||
|
||
|
||
static func from_dict(d: Dictionary) -> Recipe:
|
||
var r := Recipe.new()
|
||
r.id = StringName(d.get("id", ""))
|
||
r.ingredient_type = StringName(d.get("ingredient_type", ""))
|
||
r.output_type = StringName(d.get("output_type", ""))
|
||
r.work_ticks = int(d.get("work_ticks", 100))
|
||
r.required_skill = StringName(d.get("required_skill", str(SKILL_CRAFTING)))
|
||
r.skill_threshold = int(d.get("skill_threshold", 0))
|
||
r.label = str(d.get("label", ""))
|
||
return r
|