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>
95 lines
2.9 KiB
GDScript
95 lines
2.9 KiB
GDScript
extends Node
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class_name Selection
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## Pawn selection + click-to-move input handler.
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##
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## A click on a pawn selects it; a click on a walkable tile while a pawn is
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## selected pathfinds + commands the walk. Drags belong to the camera (pan)
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## — we discriminate clicks from drags by motion + duration thresholds.
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##
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## Lives as a child of World; `_unhandled_input` runs after the camera rig
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## and after any CanvasLayer UI swallows its own clicks.
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const CLICK_MAX_DRIFT_PX: float = 8.0
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const CLICK_MAX_DURATION_MS: int = 300
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var _pathfinder: Pathfinder = null
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var _selected_pawn: Pawn = null
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var _press_screen_pos: Vector2 = Vector2.ZERO
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var _press_time_ms: int = 0
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var _pressing: bool = false
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func bind(pathfinder: Pathfinder) -> void:
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assert(pathfinder != null, "Selection.bind: pathfinder is null")
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_pathfinder = pathfinder
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func selected() -> Pawn:
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return _selected_pawn
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func _unhandled_input(event: InputEvent) -> void:
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if not (event is InputEventMouseButton):
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return
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if event.button_index != MOUSE_BUTTON_LEFT:
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return
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if event.pressed:
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_press_screen_pos = event.position
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_press_time_ms = Time.get_ticks_msec()
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_pressing = true
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return
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if not _pressing:
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return
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_pressing = false
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var drift: float = event.position.distance_to(_press_screen_pos)
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var dt_ms: int = Time.get_ticks_msec() - _press_time_ms
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# Anything that drifted more than a few pixels or sat for more than 300 ms
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# is the camera's drag-pan; ignore it as a select/move action.
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if drift > CLICK_MAX_DRIFT_PX or dt_ms > CLICK_MAX_DURATION_MS:
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return
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_handle_click(event.position)
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func _handle_click(screen_pos: Vector2) -> void:
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if _pathfinder == null:
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Audit.log("selection", "click before bind() — ignored")
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return
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var world_pos: Vector2 = get_viewport().get_canvas_transform().affine_inverse() * screen_pos
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var tile: Vector2i = Vector2i(
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floori(world_pos.x / float(Pawn.TILE_SIZE_PX)),
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floori(world_pos.y / float(Pawn.TILE_SIZE_PX)),
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)
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# Click on a pawn → select.
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var hit_pawn: Pawn = World.pawn_at_tile(tile)
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if hit_pawn != null:
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_select(hit_pawn)
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return
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# Empty tile with no current selection → no-op.
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if _selected_pawn == null:
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return
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# Empty walkable tile with a selection → queue a forced job. Decision picks
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# it up on the next sim tick (preempts whatever RestProvider had assigned).
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if not _pathfinder.is_walkable(tile):
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Audit.log("selection", "destination %s not walkable" % tile)
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return
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var go_job := Job.new()
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go_job.label = "Go to %s" % tile
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go_job.toils.append(Toil.walk_to(tile))
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go_job.toils.append(Toil.idle())
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_selected_pawn.forced_job = go_job
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Audit.log("selection", "forced %s → %s" % [_selected_pawn.pawn_name, tile])
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func _select(pawn: Pawn) -> void:
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if _selected_pawn == pawn:
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return
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if _selected_pawn != null:
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_selected_pawn.set_selected(false)
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_selected_pawn = pawn
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pawn.set_selected(true)
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Audit.log("selection", "selected %s at %s" % [pawn.pawn_name, pawn.tile])
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