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>
100 lines
3.8 KiB
GDScript
100 lines
3.8 KiB
GDScript
class_name Bill extends RefCounted
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## A bill is one entry in a workbench's recipe queue.
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##
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## Three modes per design.md "Bill modes (full Rimworld fidelity)":
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## FOREVER — keep crafting until the player pauses or removes the bill.
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## COUNT — craft exactly `target_count` times then auto-pause.
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## UNTIL_N — keep a world-wide stockpile count of `recipe.output_type` at
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## >= `target_count`; auto-pauses when the threshold is met,
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## resumes when items are consumed below it.
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##
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## Save/load contract:
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## var b2 := Bill.from_dict(b.to_dict())
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## assert(b2.mode == b.mode and b2.completed_count == b.completed_count)
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enum Mode {
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FOREVER, ## Craft until paused by player.
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COUNT, ## Craft exactly target_count times.
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UNTIL_N, ## Maintain >= target_count of output_type in stockpiles.
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}
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## The recipe this bill executes. Must not be null when the bill is active.
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var recipe: Recipe = null
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## Which termination mode applies.
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var mode: Mode = Mode.FOREVER
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## COUNT: stop after this many completions. UNTIL_N: target world count.
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var target_count: int = 0
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## Number of successful craft outputs produced (used to gate COUNT mode).
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var completed_count: int = 0
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## True when the bill is manually paused by the player, or auto-paused by the
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## engine (COUNT exhausted, UNTIL_N threshold met). CraftingProvider skips
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## paused bills.
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var paused: bool = false
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# ── queries ───────────────────────────────────────────────────────────────────
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## Returns true when CraftingProvider should pick up this bill.
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## All three mode checks also short-circuit on paused.
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func is_active() -> bool:
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if paused:
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return false
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match mode:
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Mode.FOREVER:
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return true
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Mode.COUNT:
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return completed_count < target_count
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Mode.UNTIL_N:
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return _world_output_count() < target_count
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return false
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# ── state mutation ────────────────────────────────────────────────────────────
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## Called by JobRunner._tick_craft after each successful craft output.
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## Increments completed_count and auto-pauses COUNT bills that are exhausted.
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func record_completion() -> void:
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completed_count += 1
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if mode == Mode.COUNT and completed_count >= target_count:
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paused = true
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# ── save / load ───────────────────────────────────────────────────────────────
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func to_dict() -> Dictionary:
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return {
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"recipe": recipe.to_dict() if recipe != null else null,
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"mode": mode,
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"target_count": target_count,
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"completed_count": completed_count,
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"paused": paused,
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}
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static func from_dict(d: Dictionary) -> Bill:
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var b := Bill.new()
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b.mode = int(d.get("mode", Mode.FOREVER)) as Mode
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b.target_count = int(d.get("target_count", 0))
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b.completed_count = int(d.get("completed_count", 0))
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b.paused = bool(d.get("paused", false))
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var recipe_dict: Variant = d.get("recipe")
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b.recipe = Recipe.from_dict(recipe_dict) if recipe_dict is Dictionary else null
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return b
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# ── helpers ───────────────────────────────────────────────────────────────────
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## Counts world items of recipe.output_type that are not currently being
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## carried — used by UNTIL_N mode. Queries World.items directly (no cache).
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func _world_output_count() -> int:
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if recipe == null:
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return 0
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var total: int = 0
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for item in World.items:
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if item.item_type == recipe.output_type and not item.being_carried:
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total += item.stack_size
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return total
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