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>
92 lines
3.2 KiB
GDScript
92 lines
3.2 KiB
GDScript
class_name ThoughtCatalog
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## Static factory registry for named thoughts.
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##
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## Phase 8 ships 5 thoughts (hungry, tired, well_rested, slept_on_floor,
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## ate_meal). Phase 17 expands with: slept_in_good_bed (quality tiers),
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## ate_raw_food, witnessed_corpse, in_darkness, cramped_quarters,
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## beautiful_room, ugly_room, damp, soaked, cold.
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##
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## Usage pattern:
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## pawn.add_thought(ThoughtCatalog.ate_meal())
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##
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## Each factory returns a fresh Thought with all fields set to correct defaults
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## for that thought type. Callers must not mutate the returned object before
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## passing it to add_thought() — add_thought() handles stack merging.
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##
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## docs/architecture.md "MoodSystem"; docs/design.md "Thought list (~13)".
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# ── PERSISTENT thoughts ───────────────────────────────────────────────────────
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# Pawn._refresh_persistent_thoughts adds / removes these based on live state.
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# max_stacks=1 because each is binary (either hungry or not).
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## Mood penalty while pawn.is_hungry() is true.
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## modifier=-6, max_stacks=1, PERSISTENT.
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static func hungry() -> Thought:
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var t := Thought.new()
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t.id = &"hungry"
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t.label = "Hungry"
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t.modifier = -6
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t.lifetime = Thought.Lifetime.PERSISTENT
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t.max_stacks = 1
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return t
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## Mood penalty while pawn.is_tired() is true.
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## modifier=-4, max_stacks=1, PERSISTENT.
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static func tired() -> Thought:
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var t := Thought.new()
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t.id = &"tired"
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t.label = "Tired"
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t.modifier = -4
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t.lifetime = Thought.Lifetime.PERSISTENT
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t.max_stacks = 1
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return t
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# ── EVENT thoughts ────────────────────────────────────────────────────────────
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# Fire on a transition and decay after ticks_remaining reaches zero.
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# ticks_remaining is in sim ticks at 1× speed (20 Hz).
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# ~10 in-game min at 1× = 1200 ticks (20 ticks/s × 60 s/min × 10 min).
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## Positive mood boost after waking from a full bed-sleep.
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## Fires in _tick_sleep (Agent B) when had_bed=true.
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## modifier=+5, max_stacks=1, EVENT, ~10 in-game min at 1×.
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static func well_rested() -> Thought:
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var t := Thought.new()
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t.id = &"well_rested"
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t.label = "Well rested"
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t.modifier = 5
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t.lifetime = Thought.Lifetime.EVENT
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t.ticks_remaining = 1200
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t.max_stacks = 1
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return t
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## Mood penalty after sleeping without a bed.
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## Fires in _tick_sleep (Agent B) when had_bed=false.
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## modifier=-5, max_stacks=1, EVENT, ~10 in-game min at 1×.
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static func slept_on_floor() -> Thought:
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var t := Thought.new()
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t.id = &"slept_on_floor"
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t.label = "Slept on the floor"
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t.modifier = -5
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t.lifetime = Thought.Lifetime.EVENT
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t.ticks_remaining = 1200
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t.max_stacks = 1
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return t
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## Small mood boost after eating a cooked meal or bread.
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## Fires in _tick_eat when item_type is TYPE_MEAL or TYPE_BREAD.
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## Stacks up to 3 (multiple good meals compound, but cap at 3).
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## modifier=+3, max_stacks=3, EVENT, ~800 ticks (~40 in-game sec at 1×).
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static func ate_meal() -> Thought:
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var t := Thought.new()
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t.id = &"ate_meal"
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t.label = "Ate a meal"
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t.modifier = 3
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t.lifetime = Thought.Lifetime.EVENT
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t.ticks_remaining = 800
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t.max_stacks = 3
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return t
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