D: Workbench._last_consumed_ingredient transient field captures the carried item before queue_free so cremation_pyre.on_craft_complete can emit corpse_cremated with the real ref. Falls back to proximity scan. Pawn._on_corpse_cremated null-guarded. E: removed redundant r.ingredient_count = 0 from recipe_catalog. Field kept on Recipe for save round-trip compat; nothing reads it functionally. F: save_system._spawn_workbench simplified from 15 lines to 6 — let from_dict do all field restoration. Fixed workbench.from_dict to call _complete() instead of bare _completed=true, which was skipping light enable + beauty register + designation clear. Stale ingredient1/2 buffering comment in job_runner._tick_craft fixed. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
140 lines
5 KiB
GDScript
140 lines
5 KiB
GDScript
class_name RecipeCatalog
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## Static registry of all recipes. Each method returns a fresh Recipe instance
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## configured for that product. Extend here as new workbenches land.
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##
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## Phase 6 — two recipes:
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## plank() — wood → plank (Carpenter's bench, Crafting)
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## stone_block() — stone → stone_block (Smelter, Crafting)
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##
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## Phase 7 — cooking chain (grain → flour → bread, vegetable → meal):
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## flour() — grain → flour (Millstone, Crafting)
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## bread() — flour → bread (Hearth, Cooking)
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## meal_from_vegetables() — vegetable → meal (Hearth, Cooking)
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##
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## The full ~22-recipe list per docs/design.md continues in Phase 8+.
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static func plank() -> Recipe:
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var r := Recipe.new()
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r.id = &"plank"
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r.label = "Wood plank"
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r.ingredient_type = Item.TYPE_WOOD
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r.output_type = Item.TYPE_PLANK
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r.work_ticks = 60 # ~3 sim seconds at 1× (20 Hz × 3 s = 60 ticks)
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r.required_skill = Recipe.SKILL_CRAFTING
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r.skill_threshold = 0
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return r
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static func stone_block() -> Recipe:
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var r := Recipe.new()
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r.id = &"stone_block"
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r.label = "Stone block"
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r.ingredient_type = Item.TYPE_STONE
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r.output_type = Item.TYPE_STONE_BLOCK
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r.work_ticks = 80 # ~4 sim seconds at 1×
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r.required_skill = Recipe.SKILL_CRAFTING
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r.skill_threshold = 0
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return r
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# ── Phase 7 — cooking chain ───────────────────────────────────────────────────
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static func flour() -> Recipe:
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## Step 1 of the grain→flour→bread chain.
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## Ingredient: grain. Output: flour. Worked at the Millstone (accepted_skill = crafting).
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## Any crafter can do this — no culinary expertise required for grinding.
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var r := Recipe.new()
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r.id = &"flour"
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r.label = "Flour"
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r.ingredient_type = Item.TYPE_GRAIN
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r.output_type = Item.TYPE_FLOUR
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r.work_ticks = 50 # ~2.5 sim seconds at 1× — quick grinding pass
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r.required_skill = Recipe.SKILL_CRAFTING
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r.skill_threshold = 0
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return r
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static func bread() -> Recipe:
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## Step 2 of the grain→flour→bread chain.
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## Ingredient: flour. Output: bread. Worked at the Hearth (accepted_skill = cooking).
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var r := Recipe.new()
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r.id = &"bread"
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r.label = "Bread"
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r.ingredient_type = Item.TYPE_FLOUR
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r.output_type = Item.TYPE_BREAD
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r.work_ticks = 90 # ~4.5 sim seconds at 1× — baking takes longer
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r.required_skill = Recipe.SKILL_COOKING
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r.skill_threshold = 0
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return r
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static func meal_from_vegetables() -> Recipe:
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## Single-step cooking: vegetable → meal. Worked at the Hearth (accepted_skill = cooking).
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## Parallel path so harvested produce (potatoes, etc.) can reach the belly
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## without going through the grain chain.
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var r := Recipe.new()
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r.id = &"meal_veg"
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r.label = "Veggie meal"
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r.ingredient_type = Item.TYPE_VEGETABLE
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r.output_type = Item.TYPE_MEAL
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r.work_ticks = 80 # ~4 sim seconds at 1×
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r.required_skill = Recipe.SKILL_COOKING
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r.skill_threshold = 0
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return r
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# ── Phase 14 — Death + cremation ─────────────────────────────────────────────
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static func cremate_corpse() -> Recipe:
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## Cremation recipe. Primary ingredient: 1 corpse (TYPE_CORPSE).
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## Secondary ingredient: 5 wood (ingredient2_type / ingredient2_count) — see
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## recipe.gd for the Phase 14 extension fields.
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## Output: 1 ash item (TYPE_ASH). Work time: 60 ticks (~3 sim seconds at 1×).
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## No Quality roll — cremation is binary. accepted_skill = manual_labor;
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## any laborer can operate the pyre.
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##
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## Stub gap: CraftingProvider's ingredient-pickup step only handles the
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## primary ingredient (ingredient_type = TYPE_CORPSE). The 5-wood secondary
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## requirement is recorded in ingredient2_type/ingredient2_count but is NOT
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## enforced at runtime until CraftingProvider is extended (Phase 14 follow-up).
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var r := Recipe.new()
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r.id = &"cremate_corpse"
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r.label = "Cremate corpse"
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r.ingredient_type = Item.TYPE_CORPSE
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r.ingredient2_type = Item.TYPE_WOOD
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r.ingredient2_count = 5
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r.output_type = Item.TYPE_ASH
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r.work_ticks = 60 # ~3 sim seconds at 1×
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r.required_skill = &"manual_labor"
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r.skill_threshold = 0
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return r
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## Quarry workbench — no input, produces 1 stone per work cycle. Used by the
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## QuarryWorkbench placed on a BigRockNode for renewable stone supply.
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static func quarry_stone() -> Recipe:
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var r := Recipe.new()
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r.id = &"quarry_stone"
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r.label = "Quarry stone"
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r.ingredient_type = &"" # no input
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r.output_type = Item.TYPE_STONE
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r.work_ticks = 300
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r.required_skill = &"manual_labor"
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r.skill_threshold = 0
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return r
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## Returns one fresh instance of every recipe in the catalog. Used by UI
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## recipe-pickers to enumerate available bills; callers filter by
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## `recipe.required_skill` against the workbench's `accepted_skill`.
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static func all() -> Array[Recipe]:
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return [
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plank(),
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stone_block(),
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flour(),
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bread(),
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meal_from_vegetables(),
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cremate_corpse(),
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quarry_stone(),
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]
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