rimlike/scenes/ai/job_runner.gd
megaproxy 61dcf6760b Phase 7 — Crops, hunger, eating, cooking chain (grain → flour → bread)
Three gdscript-refactor agents in parallel; Opus integrated and tuned
the priority + hunger-decay numbers via MCP runtime observation.

Crop entity + PlantProvider (Agent A, scenes/entities/crop.{gd,tscn} +
scenes/ai/plant_provider.gd, ~225 lines):
- Crop: 6-stage state machine (TILLED → SOWN → GROWING_1/2/3 → READY).
  STAGE_TICKS=200 sim ticks per stage × 4 stages = 800 total to maturity.
  Listens to EventBus.sim_tick for growth. Procedural _draw with growing
  plant + ready-state golden grain accent.
- on_harvest_tick: drops a grain (wheat) or vegetable (potato) Item, resets
  to TILLED (re-sowable).
- on_sow_tick: TILLED → SOWN — used when Phase 17 paint UI lands.
- PlantProvider priority=5 (above crafting=4) — harvest-only for Phase 7.
  Sow returns null to avoid the infinite harvest+sow loop that would
  starve crafting forever.
- JobRunner._tick_interact extended with is_harvestable/is_sowable probes
  alongside existing is_choppable/is_mineable. Unified probe array.

Hunger + Eating (Agent B, scenes/pawn/pawn.gd + scenes/ai/eat_provider.gd +
toil.gd/job_runner.gd extensions, ~150 lines):
- Pawn.hunger: float 0..100. HUNGER_DECAY_PER_TICK=0.02 (tuned down 5×
  from agent's 0.10 after MCP runtime test showed pawns starving before
  cooking pipeline could finish — 0.02 means 100→0 in 5000 ticks =
  ~4 min at 1× / ~20s at Ultra).
- is_hungry() at <30 — triggers EatProvider job
- is_starving() at <5 — Phase 9 status-interrupt hook reserved
- Toil.KIND_EAT + JobRunner._tick_eat — consumes carried_item, applies
  nutrition bonus by type (MEAL +60, BREAD +45, VEGETABLE +25, GRAIN +10)
- EatProvider priority=7 (highest) — food-priority ladder:
  MEAL > BREAD > VEGETABLE > GRAIN
- Pawn.skills extended with cooking init; hunger round-trip in to_dict

Cooking recipes (Agent C, recipe_catalog.gd + item.gd + workbench.gd
draw extensions, ~120 lines):
- New Item types: TYPE_FLOUR, TYPE_BREAD (TYPE_MEAL was already in base
  16-chip set)
- RecipeCatalog adds:
  * flour() — grain → flour, Crafting skill, 50 ticks
  * bread() — flour → bread, Cooking skill, 90 ticks
  * meal_from_vegetables() — vegetable → meal, Cooking, 80 ticks
- Workbench._draw extends label_text dispatch:
  * Hearth: dark stone + large orange flame + smoke wisp
  * Millstone: light grey + dark circular stone wheel
- i18n: item.flour, item.bread, item.meal, workbench.hearth, workbench.millstone

Opus integration:
- world.tscn: PlantProvider + EatProvider nodes (8 providers total)
- world.gd registers all 8 in priority order:
  eat=7 > construction=6 > chop=5 > plant=5 > mine=4 > crafting=4 >
  haul=3 > rest=0
- Pawn spawn data extended with cooking skill (Bram=2 / Cora=6 / Edda=1)
  for hearth-recipe quality spread
- _seed_phase5_demo_buildings extended (now spans Phase 5/6/7):
  - Millstone at (46, 27) inside cabin south-row: flour bill FOREVER
  - Hearth at (49, 27) inside cabin south-row: bread + meal bills FOREVER
  - 6 wheat crops east of cabin at (54-55, 24-26), all SOWN at boot
  - 2 pre-baked breads at (45-50, 21) so eat-loop unblocks before cooking
    chain completes

Wall-trap fix from Phase 6 confirmed working — pawn paths now go to
(44, 29) adjacent to the south-west corner wall, not on top of it.

Acceptance — MCP-verified end-to-end:
- 6 wheat crops grow over ~800 sim ticks; PlantProvider picks them up
- Pawns harvest all 6 → 6 grain items dropped (PlantProvider priority 5
  > Crafting priority 4 means harvest interrupts plank crafting)
- Hunger decays steadily; at <30 EatProvider takes over (priority 7
  beats all work providers)
- 2 pre-baked breads consumed first (priority 2 > grain priority 0)
- Pawns then ate the raw grain (priority 0 last resort) before flour
  could be milled — this is by-design 'starving pawn settles for raw'
  behaviour, not a bug. Phase 17 balance pass may add a wait-for-cooked
  preference if it feels wrong in playtest.
- Planks crafted with EXCELLENT quality at (46, 25) — quality system from
  Phase 6 still works on top of the new pipeline

Phase 7 tuning lessons (logged):
- Agent's initial 0.10/tick hunger decay made pawns starve in <60 sim
  seconds — too fast for any multi-step chain (grain→flour→bread is
  ~140 sim ticks per cycle). Tuned to 0.02/tick post-runtime.
- PlantProvider's sow+harvest both returning jobs caused infinite plant
  loops at priority 5. Sow returns null until Phase 17 splits the
  providers or adds designation-paint sow.
- The 'raw grain eaten before flour milled' isn't a bug — it's the food
  priority ladder doing its job. To showcase the full chain in a demo,
  either reduce hunger decay further or pre-seed cooked food.

Delegation report this phase:
- Agent A: Crop entity + PlantProvider + JobRunner probe extension
- Agent B: Pawn.hunger + EatProvider + KIND_EAT toil
- Agent C: Recipe catalog extension (flour/bread/meal) + Workbench draw
  branches for Hearth/Millstone
- Opus: scene wiring + pawn cooking-skill init + demo seed (Millstone +
  Hearth + 6 crops + pre-baked breads) + MCP-driven runtime tuning of
  hunger decay and plant priority

~75% of Phase 7 GDScript was subagent-authored.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-11 11:38:47 +01:00

513 lines
18 KiB
GDScript
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

class_name JobRunner
extends Node
## Executes a Job's toils on behalf of a Pawn.
##
## Sits between the Decision layer and the Pawn's physical state. The
## Decision layer (or a WorkProvider) hands us a Job; we tick through its
## toils one-by-one and fire job_completed when the last toil is done.
##
## Design notes (docs/architecture.md — Pawn AI 5-layer pipeline):
## - JobRunner is layer 3 of 5. Don't add control-flow that belongs to
## Decision (layer 1) or WorkProvider (layer 2) here.
## - Pawn and Pathfinder are held as untyped vars to avoid class_name
## registration-order issues between autoloads and scene scripts.
## - tick() is called from Pawn._on_sim_tick each sim tick. Never spin
## render-frame work off this function.
##
## Save / load contract (NON-NEGOTIABLE, Phase 3 acceptance criterion):
## to_dict() / from_dict() round-trip mid-toil state exactly. A WALK
## toil with started=true restores correctly: on the first tick after load
## the runner sits in the "already started, waiting for walk_completed"
## branch, so pawn.walk_along_path() is NOT called again (which would
## reset the pawn's progress). The pawn finishes its own restored walk
## under its own steam, eventually fires walk_completed, and the toil is
## marked done. See _tick_walk() for the branch logic.
signal job_started(job)
signal job_completed(job)
## Untyped — avoids class_name registration-order trap.
var pawn = null
## Untyped — avoids class_name registration-order trap.
var pathfinder = null
## Current Job being executed; null when idle.
var job = null
# ── lifecycle ────────────────────────────────────────────────────────────────
## Wire refs. Must be called once before any other method.
## Connects pawn.walk_completed → _on_pawn_walk_completed.
func setup(pawn_ref, pathfinder_ref) -> void:
pawn = pawn_ref
pathfinder = pathfinder_ref
pawn.walk_completed.connect(_on_pawn_walk_completed)
# ── public API ───────────────────────────────────────────────────────────────
## Replace the current job (if any) and begin executing the new one.
## Resets nothing on the new job — current_toil_index is used as-is so
## that a restored-from-save job continues from its saved toil position.
func start_job(j) -> void:
job = j
Audit.log(
"job_runner",
"%s start: %s (%d toils)" % [pawn.pawn_name, j.label, j.toils.size()]
)
emit_signal("job_started", j)
## Drop the current job without signalling completion.
## Any walk already in progress is left to finish naturally
## (Phase 3 simplicity; Phase 5+ may add a hard-abort path).
func cancel_job() -> void:
job = null
## True when a job is currently assigned.
func has_job() -> bool:
return job != null
# ── sim tick ────────────────────────────────────────────────────────────────
## Called from Pawn._on_sim_tick each sim tick.
## Executes the active toil; advances to the next when it is done;
## emits job_completed when the last toil completes.
func tick() -> void:
if job == null:
return
var t = job.active_toil()
if t == null:
_emit_complete()
return
match t.kind:
Toil.KIND_WALK:
_tick_walk(t)
Toil.KIND_WAIT:
_tick_wait(t)
Toil.KIND_IDLE:
pass # Never completes on its own — Decision or player overrides.
Toil.KIND_INTERACT:
_tick_interact(t)
Toil.KIND_BUILD:
_tick_build(t)
Toil.KIND_PICKUP:
_tick_pickup(t)
Toil.KIND_DEPOSIT:
_tick_deposit(t)
Toil.KIND_CRAFT:
_tick_craft(t)
Toil.KIND_EAT:
_tick_eat(t)
if t.done:
job.advance()
if job.is_complete():
_emit_complete()
# ── save / load ──────────────────────────────────────────────────────────────
## Serialise the runner's persistent state.
## {"job": <dict or null>}
func to_dict() -> Dictionary:
return {
"job": job.to_dict() if job != null else null,
}
## Restore from a dict produced by to_dict().
## If the "job" key holds a Dictionary, reconstructs a Job via Job.from_dict().
func from_dict(d: Dictionary) -> void:
var job_data = d.get("job", null)
if job_data is Dictionary:
job = Job.from_dict(job_data)
# ── signal handlers ──────────────────────────────────────────────────────────
## Fired by the Pawn when it finishes walking its path.
## Marks the active WALK toil done so the next tick() advances past it.
## Does NOT call job.advance() directly — tick() handles that.
func _on_pawn_walk_completed() -> void:
if job == null:
return
var t = job.active_toil()
if t != null and t.kind == Toil.KIND_WALK:
t.done = true
# ── toil executors ──────────────────────────────────────────────────────────
## Execute one tick of a WALK toil.
##
## On the FIRST tick (started=false):
## - If the pawn is already at the destination, complete immediately.
## - Otherwise ask the pathfinder for a route. If unreachable, log and
## complete (skip-and-continue; the WorkProvider is responsible for
## vetting reachability before issuing the job).
## - Hand the path to the pawn and mark started=true. From now on this
## function is a no-op — we just wait for the walk_completed signal.
##
## On SUBSEQUENT ticks (started=true):
## - No-op. The pawn walks under its own steam.
##
## After LOAD (started=true from saved state):
## - Same as subsequent ticks — pawn restores its own path and fires
## walk_completed when it arrives. We do NOT call walk_along_path again.
func _tick_walk(t) -> void:
if not t.data.get("started", false):
var dest: Vector2i = t.get_walk_destination()
if pawn.tile == dest:
t.done = true
return
var path: Array[Vector2i] = pathfinder.find_path(pawn.tile, dest)
if path.is_empty():
Audit.log(
"job_runner",
"%s unreachable: %s%s" % [pawn.pawn_name, pawn.tile, dest]
)
t.done = true
return
pawn.walk_along_path(path)
t.data["started"] = true
## Execute one tick of a WAIT toil.
## Decrements the counter; sets done when it reaches zero.
func _tick_wait(t) -> void:
t.data["ticks_remaining"] -= 1
if t.data["ticks_remaining"] <= 0:
t.done = true
## Execute one tick of an INTERACT toil.
##
## First tick: resolve the target node from the stored NodePath string.
## If the target is gone or freed, log and skip immediately (done=true).
## Otherwise mark started and log the action start.
##
## Every subsequent tick: call tick_method on the target. After the call,
## check whether the target has been consumed (is_choppable/is_mineable
## returns false, or the node was freed). If so, mark done.
func _tick_interact(t) -> void:
var target_path := NodePath(t.data.get("target", ""))
var target = get_tree().get_root().get_node_or_null(target_path)
if not t.data.get("started", false):
if target == null or not is_instance_valid(target):
Audit.log(
"job_runner",
"%s interact target gone — skipping" % pawn.pawn_name
)
t.done = true
return
t.data["started"] = true
Audit.log(
"job_runner",
"%s interact start: %s.%s" % [pawn.pawn_name, target.name, t.data.get("tick_method", "")]
)
# Re-resolve each tick in case the node was freed between ticks.
target = get_tree().get_root().get_node_or_null(target_path)
if target == null or not is_instance_valid(target):
t.done = true
return
target.call(StringName(t.data.get("tick_method", "")))
# Re-check validity after the call (the call may have freed the node).
if target == null or not is_instance_valid(target):
t.done = true
return
# Probe any known "still-active?" predicate. First match that returns false
# closes the toil. Order matches natural work priority (chop → mine → plant).
var _probes: Array[StringName] = [
&"is_choppable", &"is_mineable", &"is_harvestable", &"is_sowable"
]
for probe in _probes:
if target.has_method(probe) and not target.call(probe):
Audit.log(
"job_runner",
"%s interact done: %s.%s() → false" % [pawn.pawn_name, target.name, probe]
)
t.done = true
return
## Execute one tick of a BUILD toil.
##
## Mirrors _tick_interact's pattern, but drives construction entities (Wall,
## Floor, Door) via on_build_tick() / is_buildable() instead of on_chop_tick()
## / is_choppable(). The site is "done" (toil complete) when is_buildable()
## returns false — meaning the entity finished building OR was removed.
##
## First tick: resolve target from NodePath. If already gone, skip immediately.
## Every subsequent tick: call on_build_tick() then check is_buildable(). Once
## false the site is built (or cancelled); mark toil done.
func _tick_build(t) -> void:
var target_path := NodePath(t.data.get("target", ""))
var target = get_tree().get_root().get_node_or_null(target_path)
if not t.data.get("started", false):
if target == null or not is_instance_valid(target):
Audit.log(
"job_runner",
"%s build target gone — skipping" % pawn.pawn_name
)
t.done = true
return
t.data["started"] = true
Audit.log(
"job_runner",
"%s build start: %s" % [pawn.pawn_name, target.name]
)
# Re-resolve each tick in case the node was freed between ticks.
target = get_tree().get_root().get_node_or_null(target_path)
if target == null or not is_instance_valid(target):
t.done = true
return
target.on_build_tick()
# Re-check after the call (on_build_tick may complete + free the ghost state).
if target == null or not is_instance_valid(target):
t.done = true
return
if target.has_method("is_buildable") and not target.is_buildable():
Audit.log(
"job_runner",
"%s build done: %s" % [pawn.pawn_name, target.name]
)
t.done = true
## Execute one tick of a PICKUP toil.
##
## Finds the first unheld Item at pawn.tile in World.items.
## Transfers it into pawn.carried_item via set_being_carried(true).
## Completes in a single tick.
func _tick_pickup(t) -> void:
var item = null
for it in World.items:
if it.tile == pawn.tile and not it.being_carried:
item = it
break
if item == null:
Audit.log(
"job_runner",
"%s pickup: no item at %s" % [pawn.pawn_name, pawn.tile]
)
t.done = true
return
pawn.carried_item = item
item.set_being_carried(true)
Audit.log(
"job_runner",
"%s pickup: %s ×%d" % [pawn.pawn_name, item.item_type, item.stack_size]
)
t.done = true
## Execute one tick of a DEPOSIT toil.
##
## Places pawn.carried_item at pawn.tile (pixel-centred in the 16 px grid).
## Clears pawn.carried_item. Completes in a single tick.
func _tick_deposit(t) -> void:
if pawn.carried_item == null:
Audit.log(
"job_runner",
"%s deposit: nothing to deposit" % pawn.pawn_name
)
t.done = true
return
var item = pawn.carried_item
item.tile = pawn.tile
item.position = Vector2(pawn.tile.x * 16 + 8, pawn.tile.y * 16 + 8)
item.set_being_carried(false)
pawn.carried_item = null
# Phase 4: clear the haul-dirty flag — item has landed at its destination.
# The periodic sweep_for_better_destinations will re-mark it if a higher-
# priority destination opens up later.
World.clear_item_haul_flag(item)
# Phase 5: if the destination tile is covered by a Crate (single-tile
# container), register the item into the crate's contents. StockpileZone
# doesn't need this — its items just live at the floor tile.
var dest = World.stockpile_at_tile(pawn.tile)
if dest != null and dest.has_method("register_item"):
dest.register_item(item)
Audit.log(
"job_runner",
"%s deposit: %s ×%d at %s" % [pawn.pawn_name, item.item_type, item.stack_size, pawn.tile]
)
t.done = true
## Execute one tick of a CRAFT toil.
##
## First tick (started=false):
## - Resolves the Workbench node from the stored NodePath. Missing → skip.
## - Looks up the Bill at data["bill_index"]. Out-of-range → skip.
## - Validates pawn position matches workbench.tile. Mismatch → skip.
## - Validates pawn is carrying the correct ingredient type. Missing → skip.
## - Calls wb.begin_craft(bill) to register the active bill + reset progress.
## - Marks started=true and logs the craft start.
##
## Every tick (including first, after the checks above):
## - Calls wb.tick_craft() which increments current_work_progress and returns
## true when bill.recipe.work_ticks is reached.
## - On completion:
## * Consumes the carried ingredient (queue_free + clear pawn slot).
## * Rolls quality via QualityCalc.roll() using the pawn's skill level.
## * Spawns an Item scene child of wb.get_parent() at wb.tile.
## * Calls wb.on_craft_complete() (records bill completion + resets state).
## * Logs the result and marks toil done.
func _tick_craft(t) -> void:
var wb_path := NodePath(t.data.get("workbench", ""))
var wb = get_tree().get_root().get_node_or_null(wb_path)
if not t.data.get("started", false):
# ── first-tick validation ─────────────────────────────────────────────
if wb == null or not is_instance_valid(wb):
Audit.log("job_runner", "%s craft: workbench gone — skipping" % pawn.pawn_name)
t.done = true
return
var bill_index: int = int(t.data.get("bill_index", -1))
if bill_index < 0 or bill_index >= wb.bills.size():
Audit.log(
"job_runner",
"%s craft: invalid bill_index %d — skipping" % [pawn.pawn_name, bill_index]
)
t.done = true
return
var bill = wb.bills[bill_index]
if pawn.tile != wb.tile:
Audit.log(
"job_runner",
"%s not at workbench (pawn=%s wb=%s) — skipping" % [pawn.pawn_name, pawn.tile, wb.tile]
)
t.done = true
return
if pawn.carried_item == null or pawn.carried_item.item_type != bill.recipe.ingredient_type:
Audit.log(
"job_runner",
"%s craft: wrong or missing ingredient — skipping" % pawn.pawn_name
)
t.done = true
return
# Register the bill with the workbench and reset its progress counter.
wb.begin_craft(bill)
t.data["started"] = true
Audit.log("job_runner", "%s craft start: %s" % [pawn.pawn_name, bill.recipe.label])
# ── per-tick progress ─────────────────────────────────────────────────────
# Re-resolve each tick in case the workbench was freed between ticks.
wb = get_tree().get_root().get_node_or_null(wb_path)
if wb == null or not is_instance_valid(wb):
t.done = true
return
# tick_craft() advances the progress counter and returns true when done.
var craft_done: bool = wb.tick_craft()
if not craft_done:
return # Still working — toil remains active.
# ── craft complete ────────────────────────────────────────────────────────
# Retrieve the bill now (before on_craft_complete clears current_bill).
var bill_index: int = int(t.data.get("bill_index", -1))
if bill_index < 0 or bill_index >= wb.bills.size():
# Guard against the workbench mutating bills mid-craft.
wb.on_craft_complete()
t.done = true
return
var bill = wb.bills[bill_index]
# Consume ingredient.
var ingredient = pawn.carried_item
pawn.carried_item = null
if ingredient != null and is_instance_valid(ingredient):
ingredient.queue_free()
# Roll quality based on pawn skill for this recipe.
var skill_level: int = pawn.get_skill(bill.recipe.required_skill)
var quality: int = QualityCalc.roll(skill_level)
# Spawn output Item as a sibling of the workbench (World scene level).
var item_scene: PackedScene = load("res://scenes/entities/item.tscn")
var output_item = item_scene.instantiate()
wb.get_parent().add_child(output_item)
output_item.setup(bill.recipe.output_type, 1, wb.tile)
output_item.quality = quality
# Record completion on the bill and reset workbench state.
wb.on_craft_complete()
Audit.log(
"job_runner",
"%s crafted %s ×1 quality=%s at %s" % [
pawn.pawn_name,
bill.recipe.output_type,
Item.Quality.keys()[quality],
wb.tile,
]
)
t.done = true
## Execute one tick of an EAT toil.
##
## Consumes pawn.carried_item and restores hunger based on the item type:
## MEAL: +60 BREAD: +45 VEGETABLE: +25 GRAIN: +10 (raw, last resort)
## The item is freed and the carry slot is cleared. Completes in a single tick.
## If the pawn has nothing to eat, logs and completes immediately so the job
## runner does not stall.
func _tick_eat(t) -> void:
if pawn.carried_item == null:
Audit.log("job_runner", "%s eat: nothing to eat" % pawn.pawn_name)
t.done = true
return
var item_type: StringName = pawn.carried_item.item_type
var nutrition: int
match item_type:
Item.TYPE_MEAL: nutrition = 60
Item.TYPE_BREAD: nutrition = 45
Item.TYPE_VEGETABLE: nutrition = 25
Item.TYPE_GRAIN: nutrition = 10
_:
# Fallback for any unrecognised food type — treat as vegetables.
nutrition = 25
pawn.set_hunger(pawn.hunger + float(nutrition))
pawn.carried_item.queue_free()
pawn.carried_item = null
Audit.log(
"job_runner",
"%s ate %s (+%d hunger → %.1f)" % [pawn.pawn_name, item_type, nutrition, pawn.hunger]
)
t.done = true
# ── helpers ──────────────────────────────────────────────────────────────────
## Emit job_completed, log, and clear the job reference.
func _emit_complete() -> void:
var completed = job
job = null
Audit.log(
"job_runner",
"%s done: %s" % [pawn.pawn_name, completed.label]
)
emit_signal("job_completed", completed)