rimlike/scenes/ai/toil.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

268 lines
9.9 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)
const KIND_PICKUP_CORPSE: StringName = &"pickup_corpse" # Phase 14: pick up a Corpse entity at pawn.tile into pawn.carried_item
const KIND_DEPOSIT_CORPSE: StringName = &"deposit_corpse" # Phase 14: deliver pawn.carried_item (Corpse) into a GraveSlot at pawn.tile
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
## Phase 14 — pick up a Corpse entity lying at pawn.tile into pawn.carried_item.
## Single-tick. Scans World.corpses for a corpse at pawn.tile that is not already
## being carried (checks corpse.get("being_carried_corpse", false)).
static func pickup_corpse() -> Toil:
var t := Toil.new()
t.kind = KIND_PICKUP_CORPSE
t.data = {}
return t
## Phase 14 — deliver pawn.carried_item (a Corpse) into the GraveSlot at pawn.tile.
## Single-tick. Resolves the GraveSlot from World.stockpiles covering pawn.tile,
## calls slot.accept_corpse(corpse, world_parent) to finalise burial.
static func deposit_corpse() -> Toil:
var t := Toil.new()
t.kind = KIND_DEPOSIT_CORPSE
t.data = {}
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))