rimlike/scenes/ai/hauling_provider.gd
megaproxy 67ec2cce7f Phase 14: Death + Corpses + Burial + Cremation
Three-agent fan-out. Opus pre-wrote Corpse class + 5 EventBus signals +
World registries (corpses, grave_markers) before dispatch so all three
slices ran fully parallel. Pattern proven across Phases 12/13/14.

Death pipeline (Agent A):
- Pawn.is_dead(), _check_death() — pawn_died signal → corpse spawn →
  corpse_spawned signal → World.unregister_pawn → queue_free
- _last_damage_source carries cause from take_damage() (now StringName)
- Bleed-out timeout: _bleed_ticks accumulates while bleeding active;
  at BLEED_OUT_TICKS=432000 (6 in-game hours) force-kills via take_damage
- Pawn.portrait_color stored field for corpse head-color hand-off
- Corpse: DECAY_PER_TICK=0.05 (~33 in-game min fresh→rotted at 1×),
  is_rotting()@50, queue_free@100 with corpse_rotted_away signal.
  Rotting bumps DirtinessSystem (Phase 13 hook) +0.04/tick (~+8/in-game-min)
- DEMO_PHASE14_AUTOKILL toggle in world.gd (default false, gates safety)

Graveyard + GraveSlot + GraveMarker + Hauling (Agent B):
- scenes/world/graveyard_zone.gd — StorageDestination subclass,
  accepted_types=[corpse], brownish overlay, finds dug GraveSlots
- scenes/entities/grave_slot.gd — buildable (ghost→dug) state machine,
  StorageDestination duck-type interface, accept_corpse() spawns
  GraveMarker + emits corpse_buried + queue_frees self
- scenes/entities/grave_marker.gd — permanent memorial, procedural
  stone-cross _draw, carries deceased identity, save round-trip
- TOOL_GRAVEYARD + TOOL_DIG_GRAVE paint modes (Designation dispatch)
- KIND_PICKUP_CORPSE + KIND_DEPOSIT_CORPSE toils + JobRunner handlers
- HaulingProvider.find_best_for iterates World.corpses in addition to
  items_needing_haul; corpse-payload stored as Node metadata on pawn
- ConstructionProvider duck-type already accepts GraveSlot (no change)

Cremation + Ash + Mood thoughts (Agent C):
- scenes/entities/cremation_pyre.gd — extends Workbench, label 'Pyre',
  auto-populates FOREVER bill for cremate_corpse, on_craft_complete
  drops 1 ash + emits corpse_cremated + queue_frees corpse
- Recipe.ingredient2_type/count added with save round-trip; recipe
  catalog entry cremate_corpse(TYPE_CORPSE primary + 5 wood secondary)
  NOTE: CraftingProvider still only enforces ingredient1 — documented
  gap, ships when crafting is generalized.
- Item.TYPE_ASH added + ALL_TYPES filter array entry
- 4 mood thoughts: saw_corpse (-3 EVENT 1200t max=3), buried_friend
  (+2 EVENT 2400t), cremated_friend (+2 EVENT 2400t),
  rotting_body_in_colony (-4 PERSISTENT stacks=count capped at 3)
- Pawn sync hooks: proximity scan (saw_corpse), signal listeners
  (buried/cremated within 8-tile radius), count helper for rotting

MCP runtime verified:
- DEMO_PHASE14_AUTOKILL toggle force-killed Bram at tick 50
- 'Bram DIED (cause=demo_kill, tile=(20, 36))' + corpse spawned
- 'Cora: saw_corpse thought added (corpse Bram at dist 5)' — mood -3
- Painted graveyard + dig_grave → grave dug to completion verified
  in build_queue (grave @(22, 39) complete=true)
- Hauler round-trip (corpse → GraveSlot → GraveMarker) WIRED correctly
  but didn't land within decay window at ULTRA speed (12×) — corpse
  rotted before priority-3 corpse-haul scheduled. Tuning for Phase 20.
- Screenshot captured: fresh corpse silhouette at cabin doorway

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

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-11 18:48:15 +01:00

186 lines
6.9 KiB
GDScript

class_name HaulingProvider extends WorkProvider
## WorkProvider for the Hauling work category. Slots into the 5-layer pawn AI
## (Decision → WorkProvider → Job + JobRunner) as layer 2.
##
## Each call to find_best_for(pawn) scans World.items_needing_haul for the
## item closest to `pawn` that has a valid, reachable destination, then builds
## a 4-toil haul job: walk → pickup → walk → deposit.
##
## sweep_for_better_destinations() is a periodic helper (called by World every
## ~100 sim ticks) that marks items in lower-priority destinations dirty when a
## higher-priority destination has space — enabling the "items flow upward"
## priority cascade described in design.md.
##
## Pawn is intentionally duck-typed (no class_name reference) to match the
## WorkProvider convention and avoid init-order issues.
##
## See docs/architecture.md "HaulingProvider".
func _init() -> void:
category = &"haul"
# Priority 3 — below chop (5) and mine (4); above rest (1).
# Adjusted once the full 9-category matrix is authored in Phase 17.
priority = 3
# ── WorkProvider override ─────────────────────────────────────────────────────
## Returns a haul Job for `pawn`, or null if no valid work exists.
## Picks the item (or corpse) closest to `pawn` (Manhattan distance) that has
## an open slot in the highest-priority destination accepting its type.
## Phase 4 simplification: one carry at a time — skip if pawn is already holding something.
func find_best_for(pawn) -> Job:
# One carry at a time — skip if the pawn is already holding an item.
if pawn.get("carried_item") != null:
return null
var best_item = null
var best_dest = null
var best_drop_cell: Vector2i = Vector2i(-1, -1)
var best_dist: int = 999999
var best_is_corpse: bool = false
# ── regular items ─────────────────────────────────────────────────────────
for item in World.items_needing_haul.keys():
# Skip items another pawn is already carrying.
if item.being_carried:
continue
# Find the best destination for this item type + priority.
var dest = _find_best_destination_for(item)
if dest == null:
continue
var drop: Vector2i = dest.find_drop_position(item)
if drop == Vector2i(-1, -1):
continue
# Skip an item that is already sitting in the destination we'd haul it to.
# Avoids pointless re-haul of an item that is exactly where it should be.
# (Phase 16 refines this once the item→destination link is persisted.)
var current_dest = _destination_for_tile(item.tile)
if current_dest != null and current_dest == dest:
continue
# Nearest-first heuristic (pawn → item only).
var d: int = abs(item.tile.x - pawn.tile.x) + abs(item.tile.y - pawn.tile.y)
if d < best_dist:
best_dist = d
best_item = item
best_dest = dest
best_drop_cell = drop
best_is_corpse = false
# ── Phase 14: corpses ─────────────────────────────────────────────────────
# Corpses route to GraveSlot StorageDestinations exactly like items, but
# use PICKUP_CORPSE / DEPOSIT_CORPSE toils (since Corpse is not an Item).
for corpse in World.corpses:
# Skip corpses another pawn is already carrying.
if corpse.get_meta("being_carried_corpse", false):
continue
var dest = _find_best_destination_for(corpse)
if dest == null:
continue
var drop: Vector2i = dest.find_drop_position(corpse)
if drop == Vector2i(-1, -1):
continue
var d: int = abs(corpse.tile.x - pawn.tile.x) + abs(corpse.tile.y - pawn.tile.y)
if d < best_dist:
best_dist = d
best_item = corpse
best_dest = dest
best_drop_cell = drop
best_is_corpse = true
if best_item == null:
return null
var j := Job.new()
if best_is_corpse:
j.label = "Haul corpse '%s' -> (%d,%d)" % [
best_item.deceased_name,
best_drop_cell.x,
best_drop_cell.y,
]
j.toils.append(Toil.walk_to(best_item.tile))
j.toils.append(Toil.pickup_corpse())
j.toils.append(Toil.walk_to(best_drop_cell))
j.toils.append(Toil.deposit_corpse())
else:
j.label = "Haul %s x%d -> (%d,%d)" % [
best_item.item_type,
best_item.stack_size,
best_drop_cell.x,
best_drop_cell.y,
]
j.toils.append(Toil.walk_to(best_item.tile))
j.toils.append(Toil.pickup())
j.toils.append(Toil.walk_to(best_drop_cell))
j.toils.append(Toil.deposit())
return j
# ── priority cascade ──────────────────────────────────────────────────────────
## Periodic sweep (called by World every ~100 sim ticks).
## Walks all items NOT already in the dirty set and marks them dirty when:
## (a) they are loose on the floor with no destination covering their tile, OR
## (b) they are in a stockpile but a higher-priority destination now has room.
## Returns the count of newly marked items (logged when > 0).
## This is the mechanism that makes "items flow up" to Critical stockpiles.
func sweep_for_better_destinations() -> int:
var count: int = 0
for item in World.items:
if item.being_carried:
continue
# Already flagged — HaulingProvider will handle it.
if World.items_needing_haul.has(item):
continue
var current = _destination_for_tile(item.tile)
var best = _find_best_destination_for(item)
if current == null and best != null:
# Loose item with a valid destination — mark it.
World.items_needing_haul[item] = true
count += 1
elif current != null and best != null:
# Item is stored, but a better destination exists.
if int(best.priority) < int(current.priority):
World.items_needing_haul[item] = true
count += 1
if count > 0:
Audit.log("hauling", "sweep marked %d items for re-haul" % count)
return count
# ── private helpers ───────────────────────────────────────────────────────────
## Returns the highest-priority StorageDestination that accepts `item` and has
## at least one open slot. Among equal-priority destinations, first found wins.
## Returns null when no destination qualifies.
func _find_best_destination_for(item):
var best = null
for dest in World.stockpiles:
if not dest.accepts(item):
continue
if dest.find_drop_position(item) == Vector2i(-1, -1):
continue
# Lower enum int = higher priority (CRITICAL=0 beats HIGH=1).
if best == null or int(dest.priority) < int(best.priority):
best = dest
return best
## Returns the StorageDestination whose region contains `tile`, or null if the
## tile is not inside any registered destination.
func _destination_for_tile(tile: Vector2i):
for dest in World.stockpiles:
if dest.covers_tile(tile):
return dest
return null