Three gdscript-refactor agents in parallel + Opus integration.
Entities (scenes/entities/, Agent A — 3 scripts + 3 .tscn, ~460 lines):
- item.gd: 16-type StringName registry (matches design.md filter chips);
Node2D + _draw() colored square + stack-count badge; to_dict/from_dict
- tree.gd: class_name HarvestableTree (Godot 4 ships a built-in 'Tree'
Control class — renamed to avoid the shadow); CHOP_TICKS=80; on_chop_tick
advances progress, fells when complete, drops 3 wood items at tile +
walkable neighbours
- rock.gd: MINE_TICKS=120; angular polygon _draw; mined() drops 1 stone
Toil + provider extensions (scenes/ai/, Agent B — 4 files modified/added,
~250 lines):
- Toil: new KIND_INTERACT (timed entity action), KIND_PICKUP, KIND_DEPOSIT
- JobRunner: _tick_interact resolves NodePath, calls target.<method>()
each tick, marks done when is_choppable/is_mineable returns false;
_tick_pickup finds Item at pawn.tile, transfers to pawn.carried_item;
_tick_deposit places carried_item at pawn.tile + clears the
items_needing_haul dirty flag
- ChopProvider (priority=5): nearest choppable tree; Job=[walk_to + interact]
- MineProvider (priority=4): same for rocks
Hauling system (scenes/world/ + scenes/ai/, Agent C — 4 files, ~330 lines):
- StorageDestination: abstract Node2D base; Priority enum CRITICAL=0..OFF=4;
accepted_types (empty=wildcard); _filter_accepts() helper
- StockpileZone: concrete rect-region zone; _draw paints priority-tinted
overlay (z_index=-1); find_drop_position scans for free cells respecting
one-stack-per-tile rule
- HaulingProvider (priority=3): nearest dirty item × best destination →
4-toil job [walk → pickup → walk → deposit]; sweep_for_better_destinations
enables the priority cascade (items in lower-priority zones re-mark dirty
when a higher-priority destination opens up)
Opus integration (~200 lines):
- World autoload: trees/rocks/items/items_needing_haul/stockpiles registries
+ register/unregister methods; pathfinder reference exposed for entity
code (tree.fell needs is_walkable for neighbour drops)
- Pawn: carried_item slot + carry-indicator (small colored rect upper-right
of body) via queue_redraw in _on_sim_tick
- World scene: registers chop/mine/haul/rest providers; spawns 6 trees
(cluster east-north), 4 rocks (south-east), 2 stockpile zones (Zone A
wood-only NORMAL, Zone B wildcard HIGH); periodic
hauling_provider.sweep_for_better_destinations every 100 sim ticks
Acceptance — MCP-verified end-to-end (the full Phase 4 loop):
- 3 pawns boot, Decision picks chop (highest priority work), all walk to
nearest tree, chop in parallel (3× speed because all 3 call on_chop_tick
per tick). Trees fell, drop wood (18 items). Pawns move to rocks, mine,
drop stone (4 items). Total 22 items spawn.
- HaulingProvider routes wood + stone toward Zone B (wildcard HIGH > Zone
A's wood-only NORMAL). Pawns carry items one at a time, visual indicator
shows during transit. Items deposit, items_needing_haul dirty flag
clears.
- **Priority cascade test:** Zone A promoted from NORMAL to CRITICAL.
Manually-triggered sweep marks 3 wood items in Zone B for re-haul.
Within a few thousand ticks: Zone A has 5 wood (cascaded from Zone B),
Zone B has 4 stone only (wood left, stone stayed because Zone A rejects
stone). Filter + priority cascade working exactly per design.md spec.
Phase 4 gotchas (logged in implementation.md):
- 'Tree' shadows Godot 4's built-in Tree Control class — class_name had to
be renamed to HarvestableTree. Scene/file names stayed as 'tree' since
the game concept is still 'tree'; the rename only affects code-side
type references.
- draw_colored_polygon(points, color) takes a SINGLE Color, not a
PackedColorArray. Agent C had to be reminded; draw_polygon(points, colors)
is the variant that takes per-vertex colors.
- Godot's class-name cache lags behind file changes — a full editor scan
('godot --headless --editor --quit') is needed to flush. Even after
reload_project, type-annotation assignments can fail; duck-typed
variables ('var x = scene.instantiate()') sidestep the issue.
- JobRunner's _tick_deposit had to explicitly call
World.clear_item_haul_flag — the dirty set persisted otherwise and
items appeared 'needing haul' even after deposit.
Delegation report this phase:
- Agent A (Sonnet, gdscript-refactor): Tree + Rock + Item entities + i18n
keys. ~460 lines.
- Agent B (Sonnet, gdscript-refactor): Toil extensions + JobRunner handlers
+ ChopProvider + MineProvider. ~250 lines.
- Agent C (Sonnet, gdscript-refactor): StorageDestination + StockpileZone
+ HaulingProvider with cascade sweep. ~330 lines.
- Opus: World autoload extensions (entity registries + pathfinder ref),
Pawn carry slot + visual, world.tscn/gd wiring, the Tree rename, the
draw_colored_polygon fix, the dirty-set-clear fix, MCP-driven runtime
verification including the full chop-mine-haul loop and the priority
cascade demo.
~75% of Phase 4's GDScript was subagent-authored.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
148 lines
5.5 KiB
GDScript
148 lines
5.5 KiB
GDScript
class_name HaulingProvider extends WorkProvider
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## WorkProvider for the Hauling work category. Slots into the 5-layer pawn AI
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## (Decision → WorkProvider → Job + JobRunner) as layer 2.
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##
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## Each call to find_best_for(pawn) scans World.items_needing_haul for the
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## item closest to `pawn` that has a valid, reachable destination, then builds
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## a 4-toil haul job: walk → pickup → walk → deposit.
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##
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## sweep_for_better_destinations() is a periodic helper (called by World every
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## ~100 sim ticks) that marks items in lower-priority destinations dirty when a
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## higher-priority destination has space — enabling the "items flow upward"
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## priority cascade described in design.md.
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##
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## Pawn is intentionally duck-typed (no class_name reference) to match the
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## WorkProvider convention and avoid init-order issues.
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##
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## See docs/architecture.md "HaulingProvider".
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func _init() -> void:
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category = &"haul"
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# Priority 3 — below chop (5) and mine (4); above rest (1).
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# Adjusted once the full 9-category matrix is authored in Phase 17.
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priority = 3
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# ── WorkProvider override ─────────────────────────────────────────────────────
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## Returns a haul Job for `pawn`, or null if no valid work exists.
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## Picks the item closest to `pawn` (Manhattan distance) that has an open
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## slot in the highest-priority destination accepting its type.
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## Phase 4 simplification: one carry at a time — skip if pawn is already holding something.
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func find_best_for(pawn) -> Job:
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# One carry at a time — skip if the pawn is already holding an item.
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if pawn.get("carried_item") != null:
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return null
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var best_item = null
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var best_dest = null
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var best_drop_cell: Vector2i = Vector2i(-1, -1)
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var best_dist: int = 999999
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for item in World.items_needing_haul.keys():
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# Skip items another pawn is already carrying.
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if item.being_carried:
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continue
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# Find the best destination for this item type + priority.
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var dest = _find_best_destination_for(item)
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if dest == null:
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continue
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var drop: Vector2i = dest.find_drop_position(item)
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if drop == Vector2i(-1, -1):
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continue
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# Skip an item that is already sitting in the destination we'd haul it to.
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# Avoids pointless re-haul of an item that is exactly where it should be.
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# (Phase 16 refines this once the item→destination link is persisted.)
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var current_dest = _destination_for_tile(item.tile)
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if current_dest != null and current_dest == dest:
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continue
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# Nearest-first heuristic (pawn → item only).
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var d: int = abs(item.tile.x - pawn.tile.x) + abs(item.tile.y - pawn.tile.y)
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if d < best_dist:
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best_dist = d
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best_item = item
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best_dest = dest
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best_drop_cell = drop
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if best_item == null:
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return null
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var j := Job.new()
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j.label = "Haul %s x%d -> (%d,%d)" % [
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best_item.item_type,
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best_item.stack_size,
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best_drop_cell.x,
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best_drop_cell.y,
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]
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j.toils.append(Toil.walk_to(best_item.tile))
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j.toils.append(Toil.pickup())
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j.toils.append(Toil.walk_to(best_drop_cell))
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j.toils.append(Toil.deposit())
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return j
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# ── priority cascade ──────────────────────────────────────────────────────────
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## Periodic sweep (called by World every ~100 sim ticks).
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## Walks all items NOT already in the dirty set and marks them dirty when:
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## (a) they are loose on the floor with no destination covering their tile, OR
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## (b) they are in a stockpile but a higher-priority destination now has room.
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## Returns the count of newly marked items (logged when > 0).
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## This is the mechanism that makes "items flow up" to Critical stockpiles.
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func sweep_for_better_destinations() -> int:
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var count: int = 0
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for item in World.items:
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if item.being_carried:
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continue
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# Already flagged — HaulingProvider will handle it.
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if World.items_needing_haul.has(item):
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continue
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var current = _destination_for_tile(item.tile)
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var best = _find_best_destination_for(item)
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if current == null and best != null:
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# Loose item with a valid destination — mark it.
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World.items_needing_haul[item] = true
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count += 1
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elif current != null and best != null:
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# Item is stored, but a better destination exists.
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if int(best.priority) < int(current.priority):
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World.items_needing_haul[item] = true
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count += 1
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if count > 0:
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Audit.log("hauling", "sweep marked %d items for re-haul" % count)
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return count
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# ── private helpers ───────────────────────────────────────────────────────────
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## Returns the highest-priority StorageDestination that accepts `item` and has
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## at least one open slot. Among equal-priority destinations, first found wins.
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## Returns null when no destination qualifies.
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func _find_best_destination_for(item):
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var best = null
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for dest in World.stockpiles:
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if not dest.accepts(item):
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continue
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if dest.find_drop_position(item) == Vector2i(-1, -1):
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continue
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# Lower enum int = higher priority (CRITICAL=0 beats HIGH=1).
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if best == null or int(dest.priority) < int(best.priority):
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best = dest
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return best
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## Returns the StorageDestination whose region contains `tile`, or null if the
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## tile is not inside any registered destination.
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func _destination_for_tile(tile: Vector2i):
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for dest in World.stockpiles:
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if dest.covers_tile(tile):
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return dest
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return null
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