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