rimlike/scenes/ai/crafting_provider.gd
megaproxy fd6f958344 sprint A cleanup: accessibility, signals, race, debris
G: large_text scales global theme font (14→20 at 1.4×) via new
GameState.get_font_scale + EventBus.settings_changed. reduce_motion
gates ResumeToast fade (HintOverlay already gated).

I: InspectTooltip long-press wired (500ms hold, 12px drift cancel,
tap-to-clear pin). Stale Phase 19 TODO replaced with accurate doc.

H: Pawn.arrived_at_destination now also emitted on
EventBus.pawn_arrived_at_destination; DirtinessSystem subscribes and
bumps indoor traffic dirt (BUMP_INDOOR_TRAFFIC = 0.2). Outdoor-tracked
bump needs Pawn.prev_tile — flagged for Phase 20.

P: CraftingProvider caches ingredient item ref on Job.ingredient_item;
JobRunner._tick_pickup validates is_instance_valid + not being_carried
before the tile scan, cancels cleanly if another pawn grabbed it.

J: rest_provider.gd deleted. Removed @onready + register call from
world.gd, ext_resource + node from world.tscn. Provider count comment
updated to 9.

M: DIRTY_THRESHOLD extracted — cleaning_provider and job_runner now
reference DirtinessSystem.DIRT_DIRTY_THRESHOLD.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-16 18:38:14 +01:00

219 lines
9 KiB
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class_name CraftingProvider extends WorkProvider
## WorkProvider for the Crafting work category. Slots into the 5-layer pawn AI
## (Decision → WorkProvider → Job + JobRunner) as layer 2.
##
## Each call to find_best_for(pawn) scans World.workbenches for the best
## (Workbench, Bill) pair the pawn qualifies for, then builds a 4-toil job:
## walk_to(ingredient.tile) → pickup → walk_to(wb.tile) → craft_at(wb, bill_index)
##
## Scoring: Manhattan distance pawn→ingredient + ingredient→workbench (lower wins).
##
## Phase 6 simplification: pawn must be empty-handed (one task at a time); ingredient
## search is global (no per-bench radius restriction — Phase 17 polish item per
## docs/architecture.md "Ingredient acquisition radius").
##
## When a bill cannot proceed it emits EventBus.bill_blocked once per
## (workbench × reason) per BILL_BLOCKED_COOLDOWN_TICKS (60 in-game seconds).
##
## Workbench and Pawn are intentionally duck-typed (no class_name reference) to match
## WorkProvider convention and avoid init-order issues. Only Item.Quality and
## QualityCalc are referenced by class_name (in job_runner.gd, not here).
##
## See docs/architecture.md "CraftingProvider" and docs/design.md "Bills".
## Rate-limit for bill_blocked alerts: one emit per (workbench × reason) per
## 60 in-game seconds (20 Hz × 60 s = 1200 ticks).
const BILL_BLOCKED_COOLDOWN_TICKS: int = 1200
## Per-(workbench_id|reason) cooldown map: String → tick at which next emit is allowed.
var _bill_blocked_cooldown: Dictionary = {}
func _init() -> void:
category = &"crafting"
# Priority 4 — above haul (3), below chop (5).
# Phase 6 demo ordering; final 9-category matrix is authored in Phase 17.
priority = 4
# ── WorkProvider override ─────────────────────────────────────────────────────
## Returns a craft Job for `pawn`, or null if no valid work exists.
## Pawn must expose: .carried_item, .tile (Vector2i), .get_skill(StringName) -> int.
##
## Single-ingredient recipes produce a 4-toil job:
## walk_to(ing1) → pickup → walk_to(wb) → craft_at(wb, bill_index)
##
## Two-ingredient recipes (ingredient2_type != &"") build the toil sequence:
## For each item needed to satisfy ingredient2_count (one trip per item):
## walk_to(ing2_item) → pickup → walk_to(wb) → deposit_at_wb(wb)
## Then: walk_to(ing1) → pickup → craft_at(wb, bill_index)
## Stack-aware: if a single wood item has stack_size >= ingredient2_count, only
## one deposit trip is needed. Multiple smaller stacks each get their own trip.
## The primary ingredient (ingredient_type / corpse) is always the last pickup
## before crafting; ingredient2 is deposited in the buffer beforehand.
##
## No-ingredient recipes (ingredient_type == &"") produce a 2-toil job:
## walk_to(wb) → craft_at(wb, bill_index)
func find_best_for(pawn) -> Job:
# Skip if pawn is already carrying something — deposit first.
if pawn.get("carried_item") != null:
return null
var best_wb = null
var best_bill = null
var best_bill_index: int = -1
var best_src1 = null
var best_src2 = null
var best_dist: int = 999999
for wb in World.workbenches:
# Duck-type guard: skip workbenches that aren't fully set up yet.
if not wb.get("_completed"):
continue
# Skip workbenches another pawn has already claimed for crafting.
if Job.is_target_taken_by_other(wb, pawn):
continue
for i in wb.bills.size():
var b = wb.bills[i]
if not b.is_active():
continue
# Skill threshold check — pawn must meet the bill's minimum.
if pawn.get_skill(b.recipe.required_skill) < b.recipe.skill_threshold:
_emit_bill_blocked(b.recipe.label, &"skill_too_low", wb)
continue
# Ingredient availability check.
# Gate on ingredient_type being non-empty (ingredient_count is informational;
# the canonical "no ingredient" signal is ingredient_type == &"").
var src1 = null
var src2 = null
if b.recipe.ingredient_type != &"":
src1 = _find_ingredient_item(b.recipe.ingredient_type)
if src1 == null:
_emit_bill_blocked(b.recipe.label, &"missing_ingredient", wb)
continue
# Two-ingredient check: enough secondary ingredient must be on the floor.
# ingredient2_count items (or fewer stacks totalling that count) required.
if b.recipe.ingredient2_type != &"":
var ing2_items := _find_ingredient_items_for_count(b.recipe.ingredient2_type, b.recipe.ingredient2_count)
if ing2_items.is_empty():
_emit_bill_blocked(b.recipe.label, &"missing_ingredient2", wb)
continue
# Use the first item as src2 for the scoring distance heuristic.
src2 = ing2_items[0]
# Score: total Manhattan travel distance including both ingredient trips.
# No-ingredient: pawn → wb.
# One ingredient: pawn → ing1 → wb.
# Two ingredients: pawn → ing1 → wb → ing2 → wb.
var d: int = _manhattan(pawn.tile, wb.tile)
if src1 != null:
d = _manhattan(pawn.tile, src1.tile) + _manhattan(src1.tile, wb.tile)
if src2 != null:
d += _manhattan(wb.tile, src2.tile) + _manhattan(src2.tile, wb.tile)
if d < best_dist:
best_dist = d
best_wb = wb
best_bill = b
best_bill_index = i
best_src1 = src1
best_src2 = src2
if best_wb == null:
return null
# Re-resolve ingredient items to guard against concurrent assignment races.
if best_bill.recipe.ingredient_type != &"":
best_src1 = _find_ingredient_item(best_bill.recipe.ingredient_type)
if best_src1 == null:
return null
var ing2_items: Array = []
if best_bill.recipe.ingredient2_type != &"":
ing2_items = _find_ingredient_items_for_count(best_bill.recipe.ingredient2_type, best_bill.recipe.ingredient2_count)
if ing2_items.is_empty():
return null
var j := Job.new()
j.label = "Craft %s at %s" % [best_bill.recipe.label, best_wb.get("label_text") if best_wb.get("label_text") != null else "workbench"]
j.target_node = best_wb
# Cache the primary ingredient ref so _tick_pickup can validate it is still
# available when the pawn arrives (guards against concurrent haul/crafting races).
j.ingredient_item = best_src1
if not ing2_items.is_empty():
# Two-ingredient path: deposit ingredient2 item(s) at workbench buffer,
# then fetch the primary ingredient and craft.
# One deposit trip per item in ing2_items (stack-aware: fewer trips when
# item.stack_size covers multiple units, e.g. a 5-stack of wood = 1 trip).
for ing2 in ing2_items:
j.toils.append(Toil.walk_to(ing2.tile))
j.toils.append(Toil.pickup())
j.toils.append(Toil.walk_to(best_wb.tile))
j.toils.append(Toil.deposit_at_wb(best_wb.get_path()))
if best_src1 != null:
j.toils.append(Toil.walk_to(best_src1.tile))
j.toils.append(Toil.pickup())
elif best_src1 != null:
# Single-ingredient path: carry ing1 directly to craft.
j.toils.append(Toil.walk_to(best_src1.tile))
j.toils.append(Toil.pickup())
j.toils.append(Toil.walk_to(best_wb.tile))
j.toils.append(Toil.craft_at(best_wb.get_path(), best_bill_index))
return j
# ── private helpers ───────────────────────────────────────────────────────────
## Returns the first on-floor Item of matching type that is not being carried.
## Phase 6 simplification: global search, first match wins (no nearest-first
## at this layer — distance is factored into the outer loop scoring instead).
func _find_ingredient_item(item_type: StringName):
for it in World.items:
if it.being_carried:
continue
if it.item_type == item_type:
return it
return null
## Returns a list of on-floor Items of `item_type` whose combined stack_size
## totals at least `needed_count`. Returns an empty array if not enough exist.
## Stack-aware: a single item with stack_size >= needed_count yields one entry.
## Multiple smaller stacks are collected until the total is met.
## This powers the multi-trip deposit loop for ingredient2_count > 1 recipes.
func _find_ingredient_items_for_count(item_type: StringName, needed_count: int) -> Array:
var result: Array = []
var accumulated: int = 0
for it in World.items:
if it.being_carried:
continue
if it.item_type != item_type:
continue
result.append(it)
accumulated += int(it.get("stack_size") if it.get("stack_size") != null else 1)
if accumulated >= needed_count:
return result
# Not enough items found.
return []
## Manhattan distance between two Vector2i tile coordinates.
func _manhattan(a: Vector2i, b: Vector2i) -> int:
return abs(a.x - b.x) + abs(a.y - b.y)
## Emits EventBus.bill_blocked for the given workbench and reason, rate-limited
## to once per (workbench × reason) per BILL_BLOCKED_COOLDOWN_TICKS.
func _emit_bill_blocked(recipe_label: String, reason: StringName, wb) -> void:
var key: String = "%s|%s" % [wb.get_instance_id(), reason]
if _bill_blocked_cooldown.get(key, 0) > Sim.tick:
return
_bill_blocked_cooldown[key] = Sim.tick + BILL_BLOCKED_COOLDOWN_TICKS
var focus: Vector2i = wb.get("tile") if wb.get("tile") != null else Vector2i(-1, -1)
EventBus.bill_blocked.emit(recipe_label, reason, focus)