rimlike/scenes/ai/plant_provider.gd
megaproxy d9638a4ea4 fix six critical bugs from audit sprint
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>
2026-05-16 18:06:55 +01:00

158 lines
6.2 KiB
GDScript

class_name PlantProvider extends WorkProvider
## WorkProvider for the "plant" work category.
##
## Scans World.crops for harvestable (READY) or sowable (TILLED) crops and
## returns the nearest suitable Job for the requesting pawn.
##
## Priority within plant work: harvest > sow.
## A READY crop is always preferred over a TILLED one — getting food off the
## plants before it is exposed to weather events matters more than replanting.
## Harvest is checked first; sow is only attempted when no harvest work exists.
##
## Harvest Job (two toils):
## walk_to(crop.tile) → interact(crop.get_path(), "on_harvest_tick")
##
## Sow Job (four toils):
## walk_to(grain_item.tile) → pickup → walk_to(crop.tile)
## → interact(crop.get_path(), "on_sow_tick")
## The grain item is consumed by the INTERACT completion (on_sow_tick does
## the stage transition; the pawn's carried item is cleared by the provider
## by queuing a DROP toil after interact, or — simpler — on_sow_tick itself
## does not free the item, so we add a consume step here).
##
## Seed item: Item.TYPE_GRAIN (&"grain") — universal MVP seed for all crop kinds.
## Wheat/corn already produce grain on harvest. Potato/strawberry accept grain
## as seed in the same way (MVP simplification noted in design.md).
##
## The INTERACT toil calls the action method once per sim tick. Both actions
## complete in a single tick; the done-check in JobRunner._tick_interact fires
## after the call when is_harvestable() / is_sowable() returns false.
##
## Duck-typing note: Crop is referenced without explicit typing to avoid
## class_name registration-order issues at boot. We rely only on:
## crop.tile: Vector2i
## crop.is_harvestable() -> bool
## crop.is_sowable() -> bool
## crop.get_path() -> NodePath
## crop.crop_kind: StringName
func _init() -> void:
category = &"plant"
# Above crafting (4) so READY crops get harvested before pawns disappear
# into plank-crafting loops while wheat rots. Same tier as chop (5).
priority = 5
## Returns the nearest READY-harvest Job, or — when none exist — the nearest
## sow Job, or null when no plant work is available.
## `pawn` is duck-typed: must expose .tile (Vector2i).
func find_best_for(pawn) -> Job:
# ── 1. Harvest pass — always wins over sow ───────────────────────────────
var j := _find_harvest(pawn)
if j != null:
return j
# ── 2. Sow pass — only if no harvest work exists ─────────────────────────
# Pawn must not already be carrying something (no double-carry).
if pawn.carried_item != null:
return null
return _find_sow(pawn)
# ── private helpers ───────────────────────────────────────────────────────────
## Scan World.crops for the nearest harvestable (READY) crop and build a job.
## Returns null when nothing is ready.
func _find_harvest(pawn) -> Job:
var best = null
var best_dist: int = 999999
for crop in World.crops:
if not crop.is_harvestable():
continue
if Job.is_target_taken_by_other(crop, pawn):
continue
var d: int = abs(crop.tile.x - pawn.tile.x) + abs(crop.tile.y - pawn.tile.y)
if d < best_dist:
best_dist = d
best = crop
if best == null:
return null
var j := Job.new()
j.label = "Harvest %s at %s" % [best.crop_kind, best.tile]
j.target_node = best
j.toils.append(Toil.walk_to(best.tile))
j.toils.append(Toil.interact(best.get_path(), &"on_harvest_tick"))
return j
## Scan World.crops for the nearest sowable (TILLED) crop, find a reachable
## grain item to use as seed, and build a 4-toil sow job.
## Returns null when no sowable tile or no grain exists.
func _find_sow(pawn) -> Job:
# Find the nearest sowable crop the pawn can reach.
var best_crop = null
var best_crop_dist: int = 999999
for crop in World.crops:
if not crop.is_sowable():
continue
if Job.is_target_taken_by_other(crop, pawn):
continue
# Reachability pre-check — mirrors HaulingProvider / EatProvider pattern.
if pawn.tile != crop.tile and World.pathfinder != null:
if World.pathfinder.find_path(pawn.tile, crop.tile).is_empty():
continue
var d: int = abs(crop.tile.x - pawn.tile.x) + abs(crop.tile.y - pawn.tile.y)
if d < best_crop_dist:
best_crop_dist = d
best_crop = crop
if best_crop == null:
return null
# Find the nearest free grain item in the world.
var best_grain = null
var best_grain_dist: int = 999999
for it in World.items:
if it.item_type != Item.TYPE_GRAIN:
continue
if it.being_carried:
continue
# Reachability pre-check for the grain item too.
if pawn.tile != it.tile and World.pathfinder != null:
if World.pathfinder.find_path(pawn.tile, it.tile).is_empty():
continue
var d: int = abs(it.tile.x - pawn.tile.x) + abs(it.tile.y - pawn.tile.y)
if d < best_grain_dist:
best_grain_dist = d
best_grain = it
if best_grain == null:
return null
var j := Job.new()
j.label = "Sow %s at %s" % [best_crop.crop_kind, best_crop.tile]
j.target_node = best_crop
# Walk to the grain, pick it up, walk to the crop tile, sow.
# on_sow_tick() transitions the crop TILLED → SOWN; after the interact toil
# the pawn still carries the consumed grain. A trailing DROP toil deposits
# it at the pawn's current tile (which is the crop tile); the item simply
# falls on the ground and HaulingProvider re-hauls it. This is intentional
# MVP behaviour — the player sees the seed "planted" and any excess grain is
# returned to the floor for hauling. A future refinement can consume it
# outright by adding a CONSUME toil kind to JobRunner.
j.toils.append(Toil.walk_to(best_grain.tile))
j.toils.append(Toil.pickup())
j.toils.append(Toil.walk_to(best_crop.tile))
j.toils.append(Toil.interact(best_crop.get_path(), &"on_sow_tick"))
# Deposit the consumed grain at the crop tile so HaulingProvider can route
# it back to a stockpile. MVP simplification: the seed is not destroyed on
# sow — it becomes a floor item. A future CONSUME toil kind in JobRunner
# would burn the item in-place without spawning a floor stack.
j.toils.append(Toil.deposit())
return j