save/load round-trip: workbench bills, crop static-method, bed owner, wolf target now all survive reload via Bill.from_dict reconstruction, _spawn_crop using setup(), and a new _post_load_resolve_references pass. PlantProvider: sow path added; consumes 1 grain on a TILLED crop tile. CraftingProvider: ingredient2 supported via new KIND_DEPOSIT_AT_WB toil and Workbench.deposited_inputs buffer. Cremation pyre now actually consumes wood. HaulingProvider: per-item haul_retry_count + haul_rejected after 3 orphan passes; new EventBus.stockpile_layout_changed resets rejects on any player stockpile edit. Storyteller: 14 stubbed event effects implemented. New buff registry (add_buff/get_buff_multiplier/has_buff, day-prune, save/load) drives seasonal/resource events. New request_pawn_spawn signal + WANDERER table for arrivals. New SICK status + 3 mood thoughts. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
158 lines
6.2 KiB
GDScript
158 lines
6.2 KiB
GDScript
class_name PlantProvider extends WorkProvider
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## WorkProvider for the "plant" work category.
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##
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## Scans World.crops for harvestable (READY) or sowable (TILLED) crops and
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## returns the nearest suitable Job for the requesting pawn.
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##
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## Priority within plant work: harvest > sow.
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## A READY crop is always preferred over a TILLED one — getting food off the
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## plants before it is exposed to weather events matters more than replanting.
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## Harvest is checked first; sow is only attempted when no harvest work exists.
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##
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## Harvest Job (two toils):
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## walk_to(crop.tile) → interact(crop.get_path(), "on_harvest_tick")
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##
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## Sow Job (four toils):
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## walk_to(grain_item.tile) → pickup → walk_to(crop.tile)
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## → interact(crop.get_path(), "on_sow_tick")
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## The grain item is consumed by the INTERACT completion (on_sow_tick does
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## the stage transition; the pawn's carried item is cleared by the provider
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## by queuing a DROP toil after interact, or — simpler — on_sow_tick itself
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## does not free the item, so we add a consume step here).
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##
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## Seed item: Item.TYPE_GRAIN (&"grain") — universal MVP seed for all crop kinds.
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## Wheat/corn already produce grain on harvest. Potato/strawberry accept grain
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## as seed in the same way (MVP simplification noted in design.md).
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##
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## The INTERACT toil calls the action method once per sim tick. Both actions
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## complete in a single tick; the done-check in JobRunner._tick_interact fires
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## after the call when is_harvestable() / is_sowable() returns false.
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##
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## Duck-typing note: Crop is referenced without explicit typing to avoid
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## class_name registration-order issues at boot. We rely only on:
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## crop.tile: Vector2i
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## crop.is_harvestable() -> bool
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## crop.is_sowable() -> bool
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## crop.get_path() -> NodePath
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## crop.crop_kind: StringName
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func _init() -> void:
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category = &"plant"
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# Above crafting (4) so READY crops get harvested before pawns disappear
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# into plank-crafting loops while wheat rots. Same tier as chop (5).
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priority = 5
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## Returns the nearest READY-harvest Job, or — when none exist — the nearest
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## sow Job, or null when no plant work is available.
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## `pawn` is duck-typed: must expose .tile (Vector2i).
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func find_best_for(pawn) -> Job:
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# ── 1. Harvest pass — always wins over sow ───────────────────────────────
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var j := _find_harvest(pawn)
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if j != null:
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return j
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# ── 2. Sow pass — only if no harvest work exists ─────────────────────────
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# Pawn must not already be carrying something (no double-carry).
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if pawn.carried_item != null:
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return null
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return _find_sow(pawn)
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# ── private helpers ───────────────────────────────────────────────────────────
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## Scan World.crops for the nearest harvestable (READY) crop and build a job.
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## Returns null when nothing is ready.
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func _find_harvest(pawn) -> Job:
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var best = null
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var best_dist: int = 999999
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for crop in World.crops:
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if not crop.is_harvestable():
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continue
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if Job.is_target_taken_by_other(crop, pawn):
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continue
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var d: int = abs(crop.tile.x - pawn.tile.x) + abs(crop.tile.y - pawn.tile.y)
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if d < best_dist:
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best_dist = d
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best = crop
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if best == null:
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return null
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var j := Job.new()
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j.label = "Harvest %s at %s" % [best.crop_kind, best.tile]
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j.target_node = best
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j.toils.append(Toil.walk_to(best.tile))
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j.toils.append(Toil.interact(best.get_path(), &"on_harvest_tick"))
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return j
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## Scan World.crops for the nearest sowable (TILLED) crop, find a reachable
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## grain item to use as seed, and build a 4-toil sow job.
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## Returns null when no sowable tile or no grain exists.
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func _find_sow(pawn) -> Job:
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# Find the nearest sowable crop the pawn can reach.
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var best_crop = null
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var best_crop_dist: int = 999999
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for crop in World.crops:
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if not crop.is_sowable():
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continue
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if Job.is_target_taken_by_other(crop, pawn):
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continue
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# Reachability pre-check — mirrors HaulingProvider / EatProvider pattern.
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if pawn.tile != crop.tile and World.pathfinder != null:
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if World.pathfinder.find_path(pawn.tile, crop.tile).is_empty():
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continue
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var d: int = abs(crop.tile.x - pawn.tile.x) + abs(crop.tile.y - pawn.tile.y)
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if d < best_crop_dist:
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best_crop_dist = d
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best_crop = crop
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if best_crop == null:
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return null
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# Find the nearest free grain item in the world.
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var best_grain = null
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var best_grain_dist: int = 999999
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for it in World.items:
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if it.item_type != Item.TYPE_GRAIN:
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continue
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if it.being_carried:
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continue
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# Reachability pre-check for the grain item too.
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if pawn.tile != it.tile and World.pathfinder != null:
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if World.pathfinder.find_path(pawn.tile, it.tile).is_empty():
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continue
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var d: int = abs(it.tile.x - pawn.tile.x) + abs(it.tile.y - pawn.tile.y)
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if d < best_grain_dist:
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best_grain_dist = d
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best_grain = it
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if best_grain == null:
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return null
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var j := Job.new()
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j.label = "Sow %s at %s" % [best_crop.crop_kind, best_crop.tile]
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j.target_node = best_crop
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# Walk to the grain, pick it up, walk to the crop tile, sow.
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# on_sow_tick() transitions the crop TILLED → SOWN; after the interact toil
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# the pawn still carries the consumed grain. A trailing DROP toil deposits
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# it at the pawn's current tile (which is the crop tile); the item simply
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# falls on the ground and HaulingProvider re-hauls it. This is intentional
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# MVP behaviour — the player sees the seed "planted" and any excess grain is
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# returned to the floor for hauling. A future refinement can consume it
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# outright by adding a CONSUME toil kind to JobRunner.
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j.toils.append(Toil.walk_to(best_grain.tile))
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j.toils.append(Toil.pickup())
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j.toils.append(Toil.walk_to(best_crop.tile))
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j.toils.append(Toil.interact(best_crop.get_path(), &"on_sow_tick"))
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# Deposit the consumed grain at the crop tile so HaulingProvider can route
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# it back to a stockpile. MVP simplification: the seed is not destroyed on
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# sow — it becomes a floor item. A future CONSUME toil kind in JobRunner
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# would burn the item in-place without spawning a floor stack.
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j.toils.append(Toil.deposit())
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return j
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