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>
295 lines
10 KiB
GDScript
295 lines
10 KiB
GDScript
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_PICKUP:
|
||
_tick_pickup(t)
|
||
Toil.KIND_DEPOSIT:
|
||
_tick_deposit(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
|
||
if target.has_method("is_choppable") and not target.is_choppable():
|
||
Audit.log("job_runner", "%s interact done: %s chopped" % [pawn.pawn_name, target.name])
|
||
t.done = true
|
||
return
|
||
if target.has_method("is_mineable") and not target.is_mineable():
|
||
Audit.log("job_runner", "%s interact done: %s mined" % [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)
|
||
Audit.log(
|
||
"job_runner",
|
||
"%s deposit: %s ×%d at %s" % [pawn.pawn_name, item.item_type, item.stack_size, pawn.tile]
|
||
)
|
||
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)
|