rimlike/scenes/ai/recipe.gd
megaproxy bdd435202d Workbench bill editor — tap a workbench, see/edit bills
Tap-to-select chain extended to workbenches (pawn always wins on shared
tile). Mutually exclusive with pawn selection via EventBus —
selecting one clears the other.

New WorkbenchPanel (scenes/ui/workbench_panel.gd, ~432 LOC, layer 18,
right-anchored 360 px) mirrors PawnDetailPanel shape. Bill rows expose
recipe name, mode (FOREVER / COUNT / UNTIL_N), target count, completed
progress, pause, and remove. Add-bill popup filters RecipeCatalog.all()
by accepted_skill so a Hearth only offers cooking recipes.

Supporting plumbing:
- EventBus.workbench_selected / workbench_deselected signals.
- Workbench.remove_bill() — interrupts mid-craft cleanly via
  on_craft_interrupted() before erasing.
- RecipeCatalog.all() static enumerator + Recipe.display_name() helper.
- World.workbench_at_tile() lookup.
- i18n keys ui.bill.* and ui.workbench.* in strings.gd.

Closes the deferred Phase 17 "Bill UI for workbenches" item. Player-
built workbenches are now functionally configurable; before this
landed, only world.gd-hardcoded bills worked.
2026-05-16 00:29:46 +01:00

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class_name Recipe extends RefCounted
## A recipe describes one production step: what raw material goes in, what
## product comes out, how long it takes, and what skill is required.
##
## Phase 6 ships single-ingredient / single-output recipes. Multi-input is
## a Phase 7+ expansion — the dict seam in to_dict/from_dict already uses
## the same key names as the full architecture.md spec so no migration is needed.
##
## Save/load contract:
## var r2 := Recipe.from_dict(r.to_dict())
## assert(r2.id == r.id and r2.work_ticks == r.work_ticks)
const SKILL_CRAFTING: StringName = &"crafting"
const SKILL_COOKING: StringName = &"cooking"
## Unique identifier — e.g. &"plank", &"stone_block", &"basic_meal".
var id: StringName = &""
## Item type consumed by this recipe (single-ingredient for Phase 6).
var ingredient_type: StringName = &""
## Phase 14 — optional secondary ingredient. Empty string = no secondary.
## CraftingProvider Phase 14 follow-up: enforce pickup of ingredient2 before
## assigning a pawn to this bill (currently stub — only ingredient_type enforced).
var ingredient2_type: StringName = &""
var ingredient2_count: int = 0
## Item type produced by this recipe.
var output_type: StringName = &""
## Sim ticks needed at 1× skill (no pawn modifier applied here).
var work_ticks: int = 100
## Which skill governs this recipe's quality roll and speed.
var required_skill: StringName = SKILL_CRAFTING
## Pawn's skill level must be >= this to be assigned this bill.
## Per design.md: skills modify duration and quality, never permission — so
## this threshold defaults to 0 (no gate); bill UI lets the player raise it.
var skill_threshold: int = 0
## Human-readable label for Audit logs and (later) bill UI. Not i18n'd here;
## call Strings.t("item." + id) for player-visible text.
var label: String = ""
# ── save / load ───────────────────────────────────────────────────────────────
## Player-visible display name for this recipe. Used by the workbench bill
## editor's recipe-picker and the bill list. Falls back to `id` if `label`
## is empty (shouldn't happen for catalog recipes, but defensive).
func display_name() -> String:
if label.is_empty():
return str(id)
return label
func to_dict() -> Dictionary:
return {
"id": String(id),
"ingredient_type": String(ingredient_type),
"ingredient2_type": String(ingredient2_type),
"ingredient2_count": ingredient2_count,
"output_type": String(output_type),
"work_ticks": work_ticks,
"required_skill": String(required_skill),
"skill_threshold": skill_threshold,
"label": label,
}
static func from_dict(d: Dictionary) -> Recipe:
var r := Recipe.new()
r.id = StringName(d.get("id", ""))
r.ingredient_type = StringName(d.get("ingredient_type", ""))
r.ingredient2_type = StringName(d.get("ingredient2_type", ""))
r.ingredient2_count = int(d.get("ingredient2_count", 0))
r.output_type = StringName(d.get("output_type", ""))
r.work_ticks = int(d.get("work_ticks", 100))
r.required_skill = StringName(d.get("required_skill", str(SKILL_CRAFTING)))
r.skill_threshold = int(d.get("skill_threshold", 0))
r.label = str(d.get("label", ""))
return r