AI core (scenes/ai/, 5 new files from 3 gdscript-refactor agents in parallel):
- job.gd (59 lines, Agent A): Job class, RefCounted, label + toils + cursor +
to_dict/from_dict round-trip
- toil.gd (76 lines, Agent A): Toil class, RefCounted; kinds WALK/WAIT/IDLE;
factories walk_to/wait_ticks/idle; Vector2i stored as to_x/to_y ints
because Godot 4 JSON.stringify doesn't round-trip Vector2i
- work_provider.gd (27 lines, Agent A): abstract base, class_name, @export
category/priority, find_best_for() with push_error subclass guard
- job_runner.gd (186 lines, Agent B): Node-derived runner; setup/start_job/
cancel_job/tick; WALK toil delegates to pawn.walk_along_path on first
encounter (sets data.started=true), listens for walk_completed signal;
WAIT decrements ticks_remaining; IDLE never completes; full to_dict/from_dict
- decision.gd (50 lines, Agent C): static pick_next_job(pawn, providers); 5
layers (incapacitation/forced/status/work/idle); layer 1 probes via
has_method to stay future-proof for Phase 9
- rest_provider.gd (31 lines, Agent C): extends WorkProvider; @export rest_tile;
returns [walk_to(rest_tile), idle()] Job
Integration (Opus):
- pawn.gd: added forced_job slot, job_runner ref, _orchestrate_ai called
before _advance_walk on each sim_tick. Calls Decision when forced_job is
queued OR when idle — was a bug initially (only-on-idle never preempted
the never-completing IDLE toil); fixed and caught via MCP runtime test.
Added to_dict/from_dict for save round-trip; captures tile, _path,
_step_progress, _selected, forced_job, job_runner via their serializers.
- selection.gd: rewrote to build a forced-job [walk_to + idle] and set
pawn.forced_job; Decision preempts current job on next tick.
- world.tscn/gd: instantiates RestProvider as child (rest_tile = (50,50)
just outside the stone ring's south-east, reachable from all 3 spawn
tiles); registers via World.register_work_provider; attaches a JobRunner
child to each spawned pawn and wires setup(pawn, pathfinder).
- world.gd autoload: added work_providers list + register/clear methods.
- save_system.gd: write_save walks World.pawns calling to_dict; apply_save
zips dicts to pawns by index (Phase 16 will add stable IDs).
- main.gd: bootstrap log line bumped Phase 2 → Phase 3.
Acceptance — MCP-verified end-to-end:
- 3 pawns boot, Decision assigns each Rest, JobRunner starts each,
all 3 walk to (50,50) on different paths (40/35/30 steps based on
detour around the stone ring), arrive and idle.
- Force Bram to (10,10) via pawn.forced_job; preempt fires:
[decision] Bram: forced 'Go to (10, 10)'. Bram walks while Cora/Edda
stay parked.
- Mid-walk save round-trip (the critical Phase 3 acceptance):
- Paused Bram at (51,10) walking to (70,70) with 79 path steps remaining
- SaveSystem.write_save() → SaveSystem.apply_save(read_save()) after a
mutate-to-(0,0)-with-no-path round-trip
- Restored Bram exactly: tile=(51,10), _path.size=79, walking=true,
job='Go to (70, 70)' at toil_idx=0 (WALK toil with data.started=true)
- Resumed sim → JobRunner's WALK toil saw started=true and did NOT
re-call walk_along_path; the pawn's restored _path continued the walk
naturally → reached (70,26) with 44 steps remaining, still on the
same job. The architecture.md 'mid-toil suspend safe' contract is
provably honored.
Phase 3 gotchas (logged in implementation.md):
- Class-name registration timing bit again (Phase 2 gotcha). Workflow:
agent writes class_name file → MCP reload_project → headless validate.
- Forced-job preempt requires triggering Decision when forced_job != null,
not just when idle (IDLE toil never completes).
- execute_game_script + await Engine.get_main_loop().process_frame is
flaky — MCP auto-recovers but the script's last lines may be lost.
Workaround: split state-inspection into a fresh execute_game_script.
Delegation report this phase:
- gdscript-refactor (Sonnet) Agent A: Job + Toil + WorkProvider abstract
base. 3 files, 162 lines.
- gdscript-refactor (Sonnet) Agent B: JobRunner with toil-execution match
+ walk_completed signal handling + full save round-trip. 1 file, 186
lines.
- gdscript-refactor (Sonnet) Agent C: Decision pipeline + RestProvider.
2 files, 81 lines.
- Opus: Pawn integration (forced_job slot, orchestration, to_dict/from_dict),
Selection rewrite, world.tscn/gd wiring, World autoload work_providers
list, SaveSystem extension, MCP-driven runtime verification including
the mid-walk save round-trip demo, gotcha logging.
~70% of Phase 3's GDScript was written by subagents.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
211 lines
7.5 KiB
GDScript
211 lines
7.5 KiB
GDScript
extends Node2D
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## Pawn entity — grid-snapped, sim-tick-driven movement with smooth render lerp.
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##
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## Movement model (docs/architecture.md "Pawn movement"):
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## At 1× speed, crossing one tile costs STEP_TICKS sim ticks (10 ticks = 0.5 s
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## at 20 Hz). Each sim tick advances _step_progress by 1/STEP_TICKS. When
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## progress reaches 1.0 the pawn snaps to the next waypoint.
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##
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## Speed scaling is free: Pause → no ticks → pawn frozen; Ultra → 12× ticks/s →
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## pawn crosses the map in ~7 s real time. No per-pawn speed handling needed.
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##
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## Render: _process() lerps world-position between current and next tile every
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## render frame at 60 Hz — motion is smooth even at low sim Hz.
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##
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## Phase 3 additions:
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## - `forced_job` slot (player override via Selection)
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## - `job_runner` Node child wired externally by the World scene
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## - On each sim tick: orchestrate AI first (Decision → JobRunner.tick), then
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## advance the walk. The walk is still owned by the Pawn — JobRunner's WALK
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## toil delegates to `walk_along_path()` and listens for `walk_completed`.
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## - to_dict() / from_dict() round-trip the entire mid-walk + mid-toil state
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## (architecture.md "Save format" — mid-tick suspend safe).
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class_name Pawn
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const STEP_TICKS: int = 10
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const TILE_SIZE_PX: int = 16 # Mirrors World.TILE_SIZE_PX; standalone so Pawn needs no World reference.
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signal walk_started
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signal walk_completed
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signal arrived_at_destination(tile: Vector2i)
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@export var pawn_name: String = ""
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var tile: Vector2i = Vector2i.ZERO
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# Player override slot — set by Selection; consumed by Decision on next sim tick.
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# Untyped to dodge the autoload-class-name-ordering trap (Phase 2 gotcha).
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var forced_job = null
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# JobRunner node ref. Set externally by World during pawn spawn (so the runner
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# can be paired with the pathfinder). May be null in tests / pre-Phase-3 scenes.
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var job_runner = null
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var _path: Array[Vector2i] = []
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var _step_progress: float = 0.0
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var _selected: bool = false
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@onready var _name_label: Label = $NameLabel
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@onready var _state_label: Label = $StateLabel
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func _ready() -> void:
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EventBus.sim_tick.connect(_on_sim_tick)
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_state_label.text = Strings.t(&"pawn.state.idle")
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func setup(p_name: String, start_tile: Vector2i) -> void:
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pawn_name = p_name
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tile = start_tile
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position = _tile_to_world(tile)
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_name_label.text = pawn_name
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_state_label.text = Strings.t(&"pawn.state.idle")
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Audit.log("pawn", "%s spawned at %s" % [pawn_name, start_tile])
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# ── public API ──────────────────────────────────────────────────────────────
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func walk_along_path(new_path: Array[Vector2i]) -> void:
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if new_path.is_empty():
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return
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var was_walking := is_walking()
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_path = new_path.duplicate()
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# _step_progress carries over; when it hits 1.0 the pawn snaps to
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# the first tile of the new path and picks up the new direction.
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if not was_walking:
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walk_started.emit()
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_state_label.text = Strings.t(&"pawn.state.walking")
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Audit.log("pawn", "%s walk path len %d → %s" % [pawn_name, new_path.size(), new_path[-1]])
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func is_walking() -> bool:
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return not _path.is_empty()
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func set_selected(value: bool) -> void:
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if _selected == value:
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return
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_selected = value
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queue_redraw()
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func is_selected() -> bool:
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return _selected
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# ── save / load ─────────────────────────────────────────────────────────────
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func to_dict() -> Dictionary:
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var path_data: Array = []
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for v in _path:
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path_data.append([v.x, v.y])
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return {
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"name": pawn_name,
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"tile_x": tile.x,
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"tile_y": tile.y,
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"path": path_data,
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"step_progress": _step_progress,
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"selected": _selected,
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"forced_job": forced_job.to_dict() if forced_job != null else null,
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"job_runner": job_runner.to_dict() if job_runner != null else null,
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}
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func from_dict(d: Dictionary) -> void:
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pawn_name = d.get("name", "")
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tile = Vector2i(int(d.get("tile_x", 0)), int(d.get("tile_y", 0)))
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_path.clear()
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for entry in d.get("path", []):
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if entry is Array and entry.size() == 2:
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_path.append(Vector2i(int(entry[0]), int(entry[1])))
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_step_progress = float(d.get("step_progress", 0.0))
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_selected = bool(d.get("selected", false))
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var fj_dict: Variant = d.get("forced_job")
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forced_job = Job.from_dict(fj_dict) if fj_dict is Dictionary else null
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var jr_dict: Variant = d.get("job_runner")
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if jr_dict is Dictionary and job_runner != null:
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job_runner.from_dict(jr_dict)
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_name_label.text = pawn_name
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_state_label.text = Strings.t(&"pawn.state.walking") if is_walking() else Strings.t(&"pawn.state.idle")
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position = _tile_to_world(tile)
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queue_redraw()
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Audit.log("pawn", "%s restored at %s (walking=%s, path len=%d)" % [pawn_name, tile, is_walking(), _path.size()])
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# ── sim tick: orchestrate AI, then advance walk ─────────────────────────────
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func _on_sim_tick(_tick_number: int) -> void:
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_orchestrate_ai()
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_advance_walk()
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func _orchestrate_ai() -> void:
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# Phase 3: ask Decision for a job when the pawn is idle OR when a forced job
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# is queued (forced_job preempts the current job — player override semantics).
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# Decision's layer 2 consumes the forced_job slot; layer 4 falls back to work
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# providers when no override is queued.
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if job_runner == null:
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return
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if forced_job != null or not job_runner.has_job():
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var next_job = Decision.pick_next_job(self, World.work_providers)
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if next_job != null:
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job_runner.start_job(next_job)
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# Tick the runner (a freshly-started job's first toil executes here in the
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# same sim tick — WALK calls pawn.walk_along_path so _advance_walk below
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# immediately starts moving on this tick).
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if job_runner.has_job():
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job_runner.tick()
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func _advance_walk() -> void:
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if not is_walking():
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return
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_step_progress += 1.0 / float(STEP_TICKS)
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if _step_progress >= 1.0:
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tile = _path[0]
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_path.remove_at(0)
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_step_progress = 0.0
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if _path.is_empty():
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_state_label.text = Strings.t(&"pawn.state.idle")
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walk_completed.emit()
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arrived_at_destination.emit(tile)
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Audit.log("pawn", "%s arrived at %s" % [pawn_name, tile])
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# ── render ──────────────────────────────────────────────────────────────────
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func _process(_delta: float) -> void:
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var from_world := _tile_to_world(tile)
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var next := _path[0] if is_walking() else tile
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var to_world := _tile_to_world(next)
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position = from_world.lerp(to_world, _step_progress)
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func _draw() -> void:
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# Body disc — colour derived deterministically from pawn name so each pawn
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# is visually distinct without any art dependency.
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var hue := float(pawn_name.hash() % 360) / 360.0
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var body_colour := Color.from_hsv(hue, 0.7, 0.85)
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draw_circle(Vector2.ZERO, 6.0, body_colour)
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# Dark outline ring.
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draw_arc(Vector2.ZERO, 7.0, 0.0, TAU, 24, Color(0.0, 0.0, 0.0, 0.6), 1.0)
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# Selection ring.
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if _selected:
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draw_arc(Vector2.ZERO, 10.0, 0.0, TAU, 32, Color(1.0, 0.9, 0.2, 0.85), 2.0)
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# ── helpers ─────────────────────────────────────────────────────────────────
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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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