rimlike/scenes/ai/toil.gd
megaproxy 9cf9b7dbfd Phase 13: Rooms + Auto-roof + Beauty + Dirtiness + Cleaning
Three-agent fan-out — Opus pre-wrote Room class, World.rooms/room_at_tile/is_indoor,
4 EventBus signals before dispatch so the slices ran fully parallel.

DECISION: Big-room UX = bump auto-roof cap to 16, banner above. Cabin
(24 tiles) intentionally exceeds cap to exercise the warning path; a
5×5 test shed (9 interior tiles) was added to exercise the roof path.

Room detection (Agent A):
- scenes/world/room.gd — class_name Room, tiles/bounds/is_under_roof,
  contains_tile() bounds-then-list-checked, recompute_bounds()
- scenes/world/room_detector.gd — class_name RoomDetector, BFS 4-dir
  from floor/door tiles, walls/terrain as boundary, doors counted as
  room interior. Detects up to 4× cap; auto-roofs only ≤16.
- World.mark_wall_tile/mark_floor_tile/mark_door_tile hook BFS recompute
- Door._complete() now erases wall-layer stamp + registers door tile
- Designation.TOOL_NO_ROOF paint mode wired (UI button deferred Phase 17)
- EventBus.room_changed / room_too_large signals

Indoor/Shelter (Agent B):
- Pawn._is_sheltered() rerouted: World.is_indoor() first, floor-proxy fallback
- IndoorTintOverlay Node2D — _draw fills roofed-room tiles at α=0.10 warm
- Crop._on_sim_tick skips stage advance when World.is_indoor(tile)

Beauty + Dirtiness + Cleaning + Room thoughts (Agent C):
- BeautySystem sparse map, linear falloff radius=3, Quality multiplier
  (SHODDY 0.5 → LEGENDARY 2.5). Base: Bed +2, Workbench +1, Torch +3, Hearth +4
- DirtinessSystem 0-100, tier crossings (clean<25/dirty<60/filthy≥60)
  emit tile_dirtiness_changed. bump/bump_clean/bump_pawn_traffic API
- CleaningProvider priority=2, KIND_CLEAN toil, 2.5 dirt/tick for ~40 ticks
- Bed/Torch/Workbench _complete() now register with BeautySystem
- 7 room mood thoughts: clean_room (+2), dirty_room (-3), filthy_room (-6),
  beautiful_room (+4), ugly_room (-3), slept_in_room (+3 EVENT, wires Ph 17),
  ate_without_table (-3 EVENT, wires Ph 17)
- Pawn._sync_room_thoughts called from _process_thoughts after cold block,
  defensive against null rooms/systems

Integration recovery (Opus):
- Agent C's BeautySystem/DirtinessSystem/CleaningProvider/IndoorTintOverlay
  instantiation in world.gd never landed (only field declarations + entity
  hooks survived). Added preloads + runtime add_child + autoload bindings +
  CleaningProvider registration + furniture pre-seed in _ready
- Added _prestamp_test_shed_for_room_detector with _spawn_complete_wall/floor
  helpers so a 5×5 visible shed exercises the auto-roof path at boot

MCP runtime verified:
- Rooms: cabin Room#2 size=24 roofed=false (room_too_large fires),
  shed Room#3 size=9 roofed=true (auto-roof active)
- beauty_map size=50 around prebuilt furniture; bed at (47,24) beauty=4.0
- Bram teleported to (36, 25) in shed → indoor=true, sheltered=true,
  thoughts=[clean_room +2], mood=52.0
- Screenshot: shed walls + brown floor visible; cabin warmly torch-lit;
  Spring 1/12 indicator; Day 1 07:52

Delegation: 3× gdscript-refactor (Sonnet) agents in parallel;
integration recovery + MCP verify on Opus.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-11 17:19:23 +01:00

246 lines
8.9 KiB
GDScript

class_name Toil extends RefCounted
## A single atomic step within a Job — walk, wait, idle, etc.
##
## Save/load contract: every value in `data` MUST be JSON-safe.
## Vector2i is NOT JSON-safe in Godot 4 — tile coordinates are stored as
## "to_x"/"to_y" integer keys, never as Vector2i. get_walk_destination()
## reconstructs Vector2i on demand.
##
## Round-trip invariant:
## var t2 := Toil.from_dict(t.to_dict())
## assert(t2.kind == t.kind and t2.done == t.done and t2.data == t.data)
const KIND_WALK: StringName = &"walk"
const KIND_WAIT: StringName = &"wait"
const KIND_IDLE: StringName = &"idle"
const KIND_INTERACT: StringName = &"interact" # Timed action on a target entity (Tree, Rock, …)
const KIND_PICKUP: StringName = &"pickup" # Transfer Item at pawn.tile into pawn.carried_item
const KIND_DEPOSIT: StringName = &"deposit" # Place pawn.carried_item at pawn.tile
const KIND_BUILD: StringName = &"build" # Timed construction on a Wall / Floor / Door entity
const KIND_CRAFT: StringName = &"craft" # Timed crafting at a Workbench driven by a Bill
const KIND_EAT: StringName = &"eat" # Consume pawn.carried_item and restore hunger
const KIND_SLEEP: StringName = &"sleep" # Sleep in a Bed (or on the floor) until pawn.sleep is full
const KIND_RESCUE: StringName = &"rescue" # Marker: doctor has visited the downed pawn; single-tick no-op
const KIND_TREAT: StringName = &"treat" # Multi-tick: apply medicine until patient HP ≥ revive threshold + no bleeding
const KIND_CLEAN: StringName = &"clean" # Multi-tick: reduce dirt on a tile until clean (Phase 13 Cleaning category)
var kind: StringName = KIND_IDLE
## Toil-specific params — all values must be int, float, bool, String, Dict, or Array.
var data: Dictionary = {}
## Set by JobRunner when this toil is complete.
var done: bool = false
# ── factories ────────────────────────────────────────────────────────────────
## Walk to the given tile. Stores coords as separate ints for JSON safety.
static func walk_to(tile: Vector2i) -> Toil:
var t := Toil.new()
t.kind = KIND_WALK
t.data = {
"to_x": tile.x,
"to_y": tile.y,
"started": false,
}
return t
## Pause for `n` sim ticks.
static func wait_ticks(n: int) -> Toil:
var t := Toil.new()
t.kind = KIND_WAIT
t.data = {"ticks_remaining": n}
return t
## Stand idle — never completes on its own; JobRunner must cancel or replace.
static func idle() -> Toil:
var t := Toil.new()
t.kind = KIND_IDLE
t.data = {}
return t
## Timed action on a scene-node target (Tree, Rock, …).
## `target_node_path` is the NodePath of the entity; stored as String for JSON safety.
## `tick_method` is the method to call each sim tick (e.g. "on_chop_tick").
## JobRunner resolves the node at first-tick and calls tick_method every sim tick
## until the target is no longer choppable/mineable (method source sets done via
## is_choppable() / is_mineable() returning false).
static func interact(target_node_path: NodePath, tick_method: StringName) -> Toil:
var t := Toil.new()
t.kind = KIND_INTERACT
t.data = {
"target": String(target_node_path),
"tick_method": String(tick_method),
"started": false,
}
return t
## Pick up an Item at pawn.tile into pawn.carried_item. Single-tick action.
## data is empty — the item is located at pawn.tile at execution time.
static func pickup() -> Toil:
var t := Toil.new()
t.kind = KIND_PICKUP
t.data = {}
return t
## Construction action on a scene-node target (Wall, Floor, Door, …).
## `target_node_path` is the NodePath of the entity; stored as String for JSON safety.
## JobRunner resolves the node at first-tick and calls on_build_tick() every sim tick
## until is_buildable() returns false (construction complete or site cancelled/removed).
static func build_at(target_node_path: NodePath) -> Toil:
var t := Toil.new()
t.kind = KIND_BUILD
t.data = {
"target": String(target_node_path),
"started": false,
}
return t
## Place pawn.carried_item at pawn.tile. Single-tick action.
## data is empty — the item comes from pawn.carried_item at execution time.
static func deposit() -> Toil:
var t := Toil.new()
t.kind = KIND_DEPOSIT
t.data = {}
return t
## Consume pawn.carried_item and restore hunger. Single-tick action.
## data is empty — the item comes from pawn.carried_item at execution time.
static func eat() -> Toil:
var t := Toil.new()
t.kind = KIND_EAT
t.data = {}
return t
## Sleep in the given Bed until pawn.sleep is full.
## `bed_path` is the NodePath of the Bed entity, stored as String for JSON safety.
## An empty string means "sleep on the floor" — no bed is claimed.
##
## data keys:
## "bed" — String(bed_path); empty means floor sleep.
## "started" — bool; false on first tick, true after claim resolved.
## "ticks_slept" — int; incremented each tick for audit logging + emergency wake.
static func sleep_in_bed(bed_path: NodePath) -> Toil:
var t := Toil.new()
t.kind = KIND_SLEEP
t.data = {
"bed": String(bed_path),
"started": false,
"ticks_slept": 0,
}
return t
## Single-tick marker: the doctor has physically reached the downed patient.
## On execution the doctor visits the patient tile; the actual transport happens
## in the subsequent walk_to(bed) and treat toils.
##
## `patient_path` is the NodePath of the downed Pawn; stored as String for JSON safety.
##
## data keys:
## "patient" — String(patient_path)
## "started" — bool; set true on first tick so the match arm knows it fired.
static func rescue(patient_path: NodePath) -> Toil:
var t := Toil.new()
t.kind = KIND_RESCUE
t.data = {
"patient": String(patient_path),
"started": false,
}
return t
## Multi-tick treatment of a downed pawn.
##
## First tick: snap the patient to the doctor's current tile (the medical-bed
## tile the doctor just walked to), mark started.
## Every tick: apply 0.5 HP of healing. Clear the "bleeding" status every
## 100 ticks (Phase 9 simplification — full bleed cure in one pass; Phase 17
## may model severity reduction per tick).
## Done when patient.hp >= HP_REVIVE_THRESHOLD AND patient has no bleeding,
## or after 600 ticks (safety ceiling).
##
## `patient_path` is the NodePath of the patient Pawn; stored as String for JSON safety.
##
## data keys:
## "patient" — String(patient_path)
## "started" — bool; false until first tick
## "ticks_treating" — int; incremented each tick; safety ceiling at 600
static func treat(patient_path: NodePath) -> Toil:
var t := Toil.new()
t.kind = KIND_TREAT
t.data = {
"patient": String(patient_path),
"started": false,
"ticks_treating": 0,
}
return t
## Multi-tick cleaning action on a floor tile.
## `tile` is the Vector2i world-tile coordinate to clean; stored as int pair for JSON safety.
## JobRunner._tick_clean reduces DirtinessSystem.dirt_at(tile) by ~2.5/tick until dirt <= 0
## (40 base ticks per tile; Phase 17 may add skill bonus).
##
## data keys:
## "clean_x" / "clean_y" — tile coords (ints, JSON-safe)
## "started" — bool; false until first tick
static func clean_at(tile: Vector2i) -> Toil:
var t := Toil.new()
t.kind = KIND_CLEAN
t.data = {
"clean_x": tile.x,
"clean_y": tile.y,
"started": false,
}
return t
## Timed crafting action at a Workbench.
## `workbench_path` is the NodePath of the Workbench entity (stored as String for JSON safety).
## `bill_index` is the index into workbench.bills that this toil should run.
## JobRunner resolves the workbench and bill on the first tick, validates pawn position and
## carried ingredient, then advances workbench.current_work_progress each tick until
## bill.recipe.work_ticks is reached — at which point the ingredient is consumed, an output
## Item is spawned with a quality roll, and bill.record_completion() is called.
static func craft_at(workbench_path: NodePath, bill_index: int) -> Toil:
var t := Toil.new()
t.kind = KIND_CRAFT
t.data = {
"workbench": String(workbench_path),
"bill_index": bill_index,
"started": false,
}
return t
# ── save / load ──────────────────────────────────────────────────────────────
func to_dict() -> Dictionary:
return {
"kind": str(kind),
"data": data.duplicate(true),
"done": done,
}
static func from_dict(d: Dictionary) -> Toil:
var t := Toil.new()
t.kind = StringName(d.get("kind", str(KIND_IDLE)))
t.data = (d.get("data", {}) as Dictionary).duplicate(true)
t.done = d.get("done", false)
return t
# ── convenience ──────────────────────────────────────────────────────────────
## Rebuild Vector2i from the JSON-safe int fields. Only valid for KIND_WALK.
func get_walk_destination() -> Vector2i:
return Vector2i(data.get("to_x", 0), data.get("to_y", 0))