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>
190 lines
7.6 KiB
GDScript
190 lines
7.6 KiB
GDScript
class_name Wall extends Node2D
|
||
## Wall entity — built by a pawn with a Build job. Blocks pathfinding once
|
||
## complete. Rendered as a bottom-anchored tall sprite (Y-sorted) so it
|
||
## occludes pawns standing behind it, matching the project's 3/4-perspective
|
||
## rendering pivot (see memory.md Decisions: "Wall layer rendering").
|
||
##
|
||
## Build model (docs/implementation.md Phase 5):
|
||
## A ConstructionProvider creates a Job whose BUILD toil calls on_build_tick()
|
||
## once per sim tick via JobRunner. After BUILD_TICKS ticks the wall is
|
||
## complete: it stamps the data-layer TileMap (World.mark_wall_tile), blocks
|
||
## pathfinding, and transitions from ghost (40% alpha) to solid rendering.
|
||
##
|
||
## Material support:
|
||
## Phase 5 ships stone only. Wood constant is defined for Phase 6+ wiring
|
||
## (Pixel Crawler Walls.png asset crop session) without breaking the data model.
|
||
##
|
||
## World registration: World.register_build_site / World.unregister_build_site
|
||
## are called from _ready / _exit_tree. The actual World methods land in the
|
||
## Opus integration pass.
|
||
|
||
const TILE_SIZE_PX: int = 16
|
||
|
||
## Sim ticks to complete construction at 1× speed (100 ticks = 5 sim seconds).
|
||
const BUILD_TICKS: int = 100
|
||
|
||
## Supported materials. Phase 5 uses MATERIAL_STONE; MATERIAL_WOOD is reserved
|
||
## for the Phase 6+ art-authoring pass.
|
||
const MATERIAL_STONE: StringName = &"stone"
|
||
const MATERIAL_WOOD: StringName = &"wood"
|
||
|
||
# ── state ──────────────────────────────────────────────────────────────────────
|
||
|
||
@export var wall_material: StringName = MATERIAL_STONE
|
||
@export var tile: Vector2i = Vector2i.ZERO
|
||
|
||
## 0..BUILD_TICKS. Advanced by on_build_tick(). Entity is in "ghost" state
|
||
## until build_progress reaches BUILD_TICKS.
|
||
var build_progress: int = 0
|
||
var _completed: bool = false
|
||
|
||
|
||
# ── lifecycle ──────────────────────────────────────────────────────────────────
|
||
|
||
func _ready() -> void:
|
||
World.register_build_site(self)
|
||
|
||
|
||
func _exit_tree() -> void:
|
||
World.unregister_build_site(self)
|
||
|
||
|
||
# ── public API ─────────────────────────────────────────────────────────────────
|
||
|
||
## One-shot initialiser. Call after add_child() so _ready() has already fired.
|
||
func setup(p_tile: Vector2i, p_material: StringName) -> void:
|
||
tile = p_tile
|
||
wall_material = p_material
|
||
# Bottom-anchor the sprite: position.y sits at the bottom of the tile so the
|
||
# 16×32 virtual sprite "rises" into the cell above. Y-sort uses position.y.
|
||
position = Vector2(
|
||
tile.x * TILE_SIZE_PX + TILE_SIZE_PX / 2.0,
|
||
tile.y * TILE_SIZE_PX + TILE_SIZE_PX
|
||
)
|
||
queue_redraw()
|
||
Audit.log("wall", "%s wall ghost placed at %s" % [wall_material, tile])
|
||
|
||
|
||
## True while the wall still needs construction work.
|
||
## JobRunner's _tick_build checks this to decide when the toil is done.
|
||
func is_buildable() -> bool:
|
||
return not _completed
|
||
|
||
|
||
## Construction-provider hint: walls become impassable when built, so pawns
|
||
## must stand on an adjacent tile while building. Phase 6 fix for the
|
||
## "pawn-trapped-on-wall" bug. Floors / Doors / Crates / Workbenches don't
|
||
## need this since they remain walkable after completion.
|
||
func blocks_pathing_when_complete() -> bool:
|
||
return true
|
||
|
||
|
||
## Human-readable label for job descriptions and Audit logs.
|
||
func label() -> String:
|
||
return "%s wall" % wall_material
|
||
|
||
|
||
## Called by the BUILD toil in JobRunner once per sim tick while the pawn works.
|
||
## Advances build_progress and completes the wall when BUILD_TICKS is reached.
|
||
func on_build_tick() -> void:
|
||
if _completed:
|
||
return
|
||
build_progress += 1
|
||
queue_redraw()
|
||
if build_progress >= BUILD_TICKS:
|
||
_complete()
|
||
|
||
|
||
## True once the wall has been fully built.
|
||
func is_completed() -> bool:
|
||
return _completed
|
||
|
||
|
||
# ── save / load ────────────────────────────────────────────────────────────────
|
||
|
||
func to_dict() -> Dictionary:
|
||
return {
|
||
"tile_x": tile.x,
|
||
"tile_y": tile.y,
|
||
"material": str(wall_material),
|
||
"build_progress": build_progress,
|
||
"completed": _completed,
|
||
}
|
||
|
||
|
||
static func from_dict(d: Dictionary) -> Dictionary:
|
||
return {
|
||
"tile_x": int(d.get("tile_x", 0)),
|
||
"tile_y": int(d.get("tile_y", 0)),
|
||
"material": str(d.get("material", "stone")),
|
||
"build_progress": int(d.get("build_progress", 0)),
|
||
"completed": bool(d.get("completed", false)),
|
||
}
|
||
|
||
|
||
# ── render ─────────────────────────────────────────────────────────────────────
|
||
|
||
func _draw() -> void:
|
||
# 3/4-perspective wall rendering — fits WITHIN the wall's own tile so it
|
||
# never encroaches on adjacent floor/interior tiles. Two-band look:
|
||
# Top band (lit) = the wall's "top surface" (looking down at it)
|
||
# Bottom band (dark) = the wall's "front face" (looking at the side)
|
||
#
|
||
# Origin (0, 0) is at the tile's bottom-centre. Tile spans local Y: -16 to 0.
|
||
# We draw entirely within that 16×16 box.
|
||
var alpha: float = 1.0 if _completed else 0.4
|
||
|
||
if wall_material == MATERIAL_STONE:
|
||
_draw_stone_wall(alpha)
|
||
else:
|
||
_draw_wood_wall(alpha)
|
||
|
||
|
||
func _draw_stone_wall(alpha: float) -> void:
|
||
var top_face := Color(0.65, 0.65, 0.60, alpha) # lit top surface
|
||
var front_face := Color(0.42, 0.42, 0.38, alpha) # shaded front
|
||
var mortar := Color(0.28, 0.28, 0.25, alpha)
|
||
var outline := Color(0.18, 0.18, 0.16, 0.7 * alpha)
|
||
|
||
# Top face — thin lit strip at upper-third of the tile.
|
||
draw_rect(Rect2(Vector2(-8.0, -16.0), Vector2(16.0, 5.0)), top_face)
|
||
# Front face — main wall body, lower two-thirds.
|
||
draw_rect(Rect2(Vector2(-8.0, -11.0), Vector2(16.0, 11.0)), front_face)
|
||
# Mortar lines on the front face only.
|
||
draw_line(Vector2(-8.0, -7.0), Vector2(8.0, -7.0), mortar, 1.0)
|
||
draw_line(Vector2(-8.0, -3.0), Vector2(8.0, -3.0), mortar, 1.0)
|
||
# Border between top and front (gives the depth illusion).
|
||
draw_line(Vector2(-8.0, -11.0), Vector2(8.0, -11.0), Color(0.20, 0.20, 0.18, alpha), 1.0)
|
||
# Outline.
|
||
draw_rect(Rect2(Vector2(-8.0, -16.0), Vector2(16.0, 16.0)), outline, false, 1.0)
|
||
|
||
|
||
func _draw_wood_wall(alpha: float) -> void:
|
||
var top_face := Color(0.62, 0.45, 0.25, alpha)
|
||
var front_face := Color(0.42, 0.30, 0.16, alpha)
|
||
var plank := Color(0.30, 0.20, 0.10, alpha)
|
||
var outline := Color(0.16, 0.10, 0.04, 0.7 * alpha)
|
||
|
||
draw_rect(Rect2(Vector2(-8.0, -16.0), Vector2(16.0, 5.0)), top_face)
|
||
draw_rect(Rect2(Vector2(-8.0, -11.0), Vector2(16.0, 11.0)), front_face)
|
||
# Vertical plank seams on the front face.
|
||
for x_offset in [-3.0, 2.0]:
|
||
draw_line(Vector2(x_offset, -11.0), Vector2(x_offset, 0.0), plank, 1.0)
|
||
draw_line(Vector2(-8.0, -11.0), Vector2(8.0, -11.0), Color(0.20, 0.14, 0.06, alpha), 1.0)
|
||
draw_rect(Rect2(Vector2(-8.0, -16.0), Vector2(16.0, 16.0)), outline, false, 1.0)
|
||
|
||
|
||
# ── internal ───────────────────────────────────────────────────────────────────
|
||
|
||
func _complete() -> void:
|
||
_completed = true
|
||
|
||
# Block pathfinding — wall is now impassable.
|
||
if World.pathfinder != null:
|
||
World.pathfinder.set_cell_walkable(tile, false)
|
||
|
||
# Stamp the data-layer TileMap so room / roof / save logic sees the wall.
|
||
World.mark_wall_tile(tile, wall_material)
|
||
|
||
queue_redraw()
|
||
Audit.log("wall", "%s wall completed at %s" % [wall_material, tile])
|