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