rimlike/scenes/ai/decision.gd
megaproxy b9093dd24b Phase 17: Touch UX (PawnDetail+BuildDrawer+WorkMatrix+AlertsLog+Settings)
Three-agent fan-out shipping the major touch UI surfaces. Opus pre-wrote
6 EventBus signals (pawn_selected/deselected, pawn_priority_changed,
alert_added, request_wolf_spawn, day_ended) + Pawn.work_priorities
Dictionary stub before dispatch. Pattern proven across Phases 12-17.

Pawn detail + Settings (Agent A):
- scenes/ui/pawn_detail_panel.gd — right-side CanvasLayer (layer 18),
  ~360px wide, opens on EventBus.pawn_selected. Renders portrait,
  HP/Hunger/Sleep bars with threshold colors, current job, mood +
  sulking, statuses, top 5 mood thoughts, full skill table,
  read-only work-priorities row. Live-refreshes each sim tick.
- scenes/ui/settings_menu.gd — modal CanvasLayer (layer 26), opened
  via Settings button. Auto-pause toggles (Threat/Wanderer/Pawn-Down/
  Modal), audio sliders (stubs for Phase 18), accessibility checkboxes.
  Persists via GameState.apply_settings.
- scenes/world/selection.gd — extended to emit pawn_selected/deselected
  through EventBus on tap.

Build drawer + 12 new Designation tools (Agent B):
- scenes/ui/build_drawer.gd — bottom-sheet CanvasLayer (layer 16) with
  4 tabs (Designate/Build/Stockpile/Cancel) + FAB ⊕ open button.
  Each tab has HFlowContainer of 80×80 buttons with procedural colored
  icons + label. Tap → Designation.set_active_tool + alert + auto-close.
- Designation: added TOOL_CHOP, TOOL_MINE, TOOL_BUILD_CRATE,
  TOOL_BUILD_BED, TOOL_BUILD_TORCH, 5× TOOL_BUILD_WORKBENCH_* variants,
  TOOL_PAINT_STOCKPILE. Plus tool_material override for wall/floor.
- World._on_designation_added: extended dispatch for all 12 new tools;
  added _spawn_workbench() helper for the 5 bench kinds.

Work matrix + Alerts log + Decision refactor + Wolf signal (Agent C):
- scenes/ai/decision.gd: Layer 4 now filters by pawn.work_priorities
  (0=OFF skip, sort by level ascending with provider.priority tiebreak).
  NEEDS_CATEGORIES (rest/eat/sleep) bypass the filter — a pawn can
  never starve from misconfiguration. Audit log prefixes work decisions
  with (pri=N).
- scenes/ui/work_priority_matrix.gd — CanvasLayer (layer 17) bottom-sheet
  grid: rows=pawns × cols=8 work categories. Each cell tap-cycles
  1→2→3→4→0→1, color-coded (red/orange/yellow/blue/gray). Writes back
  to pawn.work_priorities + emits pawn_priority_changed.
- scenes/ui/alerts_log.gd — CanvasLayer (layer 19) ring buffer 50
  entries. Newest first, severity icon (info/warn/danger), Day HH:MM
  timestamp, Go-there camera pan. Listens to alert_added +
  storyteller_event_fired + day_ended.
- EventBus.request_wolf_spawn wired end-to-end: EventCatalog
  _spawn_wolves emits; WolfSpawner._on_request_wolf_spawn force-spawns
  bypassing the darkness/cooldown gates.
- Clock emits EventBus.day_ended(summary) at dusk→night transition.

Top bar buttons added in order: ‖ / 1× / 5× / 12× / Save / Load /
Settings / Build / Work / Log[N]. Plus the ⊕ FAB at bottom-right.

MCP runtime verified all 4 surfaces via screenshot:
- PawnDetailPanel: Bram shows Crafting=8 / Cooking=2 / Manual=0
  matching seed; bars green; Mood: 50; work-priorities readout
- BuildDrawer: 4 tabs visible, Designate tab shows Chop/Mine/Dig grave/
  No roof buttons with procedural icons
- WorkPriorityMatrix: 3 pawns × 8 categories, all '3' (NORMAL default)
  cells in yellow, tap-to-cycle ready
- AlertsLog: 4 entries — red 'Wolf pack approaching!' danger, blue
  'Bram is at the cabin' info, yellow 'Test alert' warn, blue 'Spring
  Awakens' from boot storyteller roll. Go-there button per entry.

Mouse drag-paint works as-is (user noted). Existing
Selection/Designation _unhandled_input handles drag.

Deferred to Phase 17.5 polish:
- Per-pawn/per-job view layers on the matrix
- Stockpile 4×4 chip filter UI (paint creates 1×1 zones today)
- Bill UI for workbenches (programmatic only today)
- 'No stockpile accepts X' / 'Bill blocked' alert emit wiring
- DaySummaryCard visual (signal emits today, no card UI)
- Wanderer recruit UI, resource buff system

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

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-11 19:45:35 +01:00

99 lines
5 KiB
GDScript

class_name Decision
## Static utility — picks the next Job for a pawn via the 5-layer pipeline.
##
## Layer order (top wins):
## 1. Incapacitation — has_method probe; implementation lands Phase 9.
## 2. Forced job — pawn.forced_job; cleared (consumed) on pick.
## 3. Status interrupt — stub; implementation lands Phase 9.
## 4. Work providers — iterated highest priority first; first non-null Job wins.
## 5. Idle — returns null (caller interprets as "stand still").
##
## Callers pass the world-scoped provider list so Decision is fully stateless.
## This makes it safe to call from any pawn tick without shared mutable state.
## Returns the best Job for `pawn`, or null if the pawn should idle.
##
## `work_providers` is the current world-scoped list of WorkProvider nodes
## (e.g. [RestProvider]). Order does not matter — the method sorts by priority.
## `pawn` is duck-typed: must expose .pawn_name, .forced_job, and
## has_method("is_incapacitated").
static func pick_next_job(pawn, work_providers: Array) -> Job:
# ── Layer 1: Incapacitation / sulking ───────────────────────────────────
# has_method probes so these don't break before Phase 9 adds is_incapacitated.
if pawn.has_method("is_incapacitated") and pawn.is_incapacitated():
return null
# Sulking pawns refuse all jobs until mood recovers to MOOD_SULK_RECOVERY.
# Phase 17 may replace this with a Wandering soft-break variant that moves
# the pawn to a quiet tile instead of standing still.
if pawn.has_method("is_sulking") and pawn.is_sulking():
return null
# ── Layer 2: Forced job ──────────────────────────────────────────────────
if pawn.forced_job != null:
var fj: Job = pawn.forced_job
pawn.forced_job = null
Audit.log("decision", "%s: forced '%s'" % [pawn.pawn_name, fj.label])
return fj
# ── Layer 3: Status interrupt ─────────────────────────────────────────────
# Phase 9: status interrupt (Bleeding → seek bed/doctor) lands here.
# ── Layer 4: Work providers ──────────────────────────────────────────────
# Needs-driven categories are handled entirely by Layer-3 status interrupts
# and need-threshold providers (rest/eat/sleep/doctor fire when hunger/sleep
# thresholds trigger, not via player priority). We skip the priority filter
# for them so a pawn can never accidentally starve because the player set
# &"eat" to OFF. The player-configurable list is the 7 work categories:
# construction / chop / plant / mine / crafting / haul / clean
# Doctor IS in the matrix (player can opt a pawn out of doctor duty) but
# the needs-driven "go heal yourself" path bypasses this filter at Layer 3.
const NEEDS_CATEGORIES: Array = [&"rest", &"eat", &"sleep"]
# Pawn's work_priorities dict — empty dict if the field is absent (pre-Phase-17
# pawns loaded from old saves). Missing category key defaults to 3 (NORMAL) so
# legacy behaviour is preserved exactly.
var priorities: Dictionary = {}
if pawn.get("work_priorities") != null:
priorities = pawn.work_priorities
# Partition providers: needs bypass the matrix; work providers are filtered.
var eligible: Array = []
var needs: Array = []
for wp in work_providers:
if wp.category in NEEDS_CATEGORIES:
needs.append(wp)
else:
# OFF (0) means pawn refuses this category entirely.
var lvl: int = int(priorities.get(wp.category, 3))
if lvl > 0:
eligible.append(wp)
# Sort eligible by pawn priority ascending (Critical=1 first, Low=4 last),
# then by provider.priority descending as tiebreaker.
eligible.sort_custom(func(a, b) -> bool:
var pa: int = int(priorities.get(a.category, 3))
var pb: int = int(priorities.get(b.category, 3))
if pa != pb:
return pa < pb # lower pawn-priority-number = higher precedence
return a.priority > b.priority # higher provider.priority = first within tier
)
# Needs providers retain their natural order (sorted by provider.priority only).
needs.sort_custom(func(a, b): return a.priority > b.priority)
# Try needs first (hunger/sleep/rest fire before elective work), then eligible.
var to_try: Array = needs + eligible
for wp in to_try:
var j: Job = wp.find_best_for(pawn)
if j != null:
var lvl_str: String = ""
if not (wp.category in NEEDS_CATEGORIES):
lvl_str = "(pri=%d)" % int(priorities.get(wp.category, 3))
Audit.log("decision", "%s: %s%s → '%s'" % [pawn.pawn_name, String(wp.category), lvl_str, j.label])
return j
# ── Layer 5: Idle ────────────────────────────────────────────────────────
# No log — would fire every tick for every idle pawn (too chatty).
return null