22 KiB
The Steward — ResourceNode Migration Plan
Progress Overview
| Phase | Description | Status |
|---|---|---|
| 1 | ResourceNode scene + registration | ✅ Complete |
| 2 | Food target selection + reservation | ✅ Complete |
| 3 | Authoritative extraction on completion | ✅ Complete |
| 4a | Wood target selection (NPC) | ✅ Complete |
| 4b | Player parity (extraction contract) | ✅ Complete |
| 5 | Jajce world placement and runtime integration | ✅ Complete |
| 6 | Replace remaining activity markers | 🔶 Resource zones removed; activity targets pending |
Key divergences from the original plan
- Zone fallback removed (Phase 3):
gather_food/gather_woodno longer fall back toFarmZone/ForestZonemarkers when no resource node is available. The original plan called for a logged fallback; instead, the NPC goes idle (vianavigation_failed→ wander) to guarantee resource conservation. The obsolete farm and forest scene nodes have now also been deleted. The remaining markers are temporary targets for rest, study, and patrol—not resource fallbacks. Eating and food transfer now target the typed village pantry. navigation_failedsignal (discovered during Phase 4): Added a separate signal pathway to distinguish genuine arrival from navigation failure. The original plan treated all "arrivals" uniformly.- Stale-path prevention (discovered during Phase 4): Added
path_request_id+path_pendingto reject async path results that arrive after a new target was set or the NPC died. - Duplicate node_id detection (discovered during Phase 4): Added startup validation that disables nodes with duplicate IDs and pushes an error.
- Simulation-owned resource authority (architecture gate): Resource amount,
reservation, and enabled state now live in
ResourceStateRecord; ResourceNode binds by stable ID and can unload without deleting authoritative state.
Bugs found and fixed
| # | Bug | Phase found | Fix |
|---|---|---|---|
| 1 | Navigation failure: empty path caused NPC to idle permanently | Phase 3 stump | _report_arrival_once() on empty path (later replaced by navigation_failed signal) |
| 2 | Unavailable-target deadlock: replan didn't trigger npc_task_changed |
Phase 3 | Set current_task = "" so tick detects task change and emits signal |
| 3 | Zone fallback broke conservation (fixed during Phase 4 removal) | Phase 3 | Removed zone fallback for gather tasks; NPC stays idle if no node available |
| 4 | NPC collision blocking: NPCs physically blocked each other at shared destinations | Phase 3 | collision_layer=2, collision_mask=1 on NpcVisual; arrival_distance 0.6→1.5 (later reverted to 0.6 after navigation_failed signal) |
| 5 | Repetitive task selection: NPC chose same task every tick | Phase 3 | last_task tracking with -1.5 score penalty when same task repeats |
| 6 | Wander didn't wander: wandered to rest marker instead of random offset | Phase 3 | Random ±6 unit offset from current position |
| 7 | := infers from Variant: warnings treated as errors from odig |
Phase 2-3 | Use = instead of := for calls returning Variant |
| 8 | Variant as StringName: invalid cast |
Phase 2-3 | Check for null on Dictionary .get() instead of casting |
| 9 | Empty-path re-entrancy: immediate arrival report caused re-entrant signal chain | Phase 4 | Defer to stuck_counter/stuck_time in _physics_process instead |
| 10 | Stale async path: await physics_frame result used after target or death changed |
Phase 4 | path_request_id/path_pending guard |
| 11 | Stolen extraction: NPC extracted after reservation was lost | Phase 4 | Guard extraction with the authoritative resource record's reservation |
| 12 | Depleted target retained an NPC reservation after player harvesting | Phase 4 | Authoritative extraction now releases its reservation on depletion |
Decision
The current task zones are temporary prototype scaffolding.
NPCs and the player should ultimately interact with actual world objects rather than travel to one abstract marker per task:
Current:
gather_food -> FarmZone -> village food increases
First migration:
gather_food -> choose BerryBush_01 -> travel to its interaction point
-> extract berries -> bush amount decreases
-> village food increases by the extracted amount
This migration should happen on the current flat map before the Jajce environment is integrated. It is easier to debug target selection, reservation, depletion, and task completion without terrain and navigation changes happening at the same time.
The old resource zones have been removed. Temporary activity markers remain only for actions whose real target type does not exist yet. They are not fallbacks and are not part of the target architecture.
Why this is the next systems step
Resource nodes provide the first concrete bridge between:
- abstract simulation decisions;
- spatial target selection;
- active-world navigation;
- finite world state;
- visible cause and effect;
- player and NPC use of the same objects;
- future inventories, ownership, regeneration, and persistence.
They also make build-in-public footage more legible. A viewer can understand a villager walking to a specific berry bush and depleting it more easily than a villager entering an invisible “food zone.”
Scope the first version correctly
The first ResourceNode supports only depletable material sources:
- berry bush or crop source -> food;
- tree or wood pile -> wood.
Do not initially use ResourceNode for:
- beds or campfires;
- guard posts;
- study locations;
- food storage;
- homes;
- generic workstations.
Those objects share target-selection behavior but not resource-extraction semantics.
The likely family of world targets is:
WorldActionTarget
├── ResourceNode finite extraction: bush, tree, ore
├── ActivitySite rest, patrol, study, socialize
├── StorageNode deposit and withdraw items
└── Workstation transform inputs into outputs
Do not implement this complete inheritance tree now. Build ResourceNode from
real requirements, then extract shared target behavior when a second target
type proves what is actually common.
Fit with the current code
Before this migration, the flow was:
SimNPC chooses a task string
-> SimulationManager emits npc_task_changed
-> WorldViewManager maps the task to one Marker3D
-> NpcVisual travels to that marker
-> arrival tells SimulationManager to start work
-> task duration completes
-> SimVillage applies a hard-coded task result
The migrated flow is:
SimNPC chooses an action
-> target resolver finds available matching ResourceNodes
-> one target is reserved for the NPC
-> NPC simulation stores the target's stable ID
-> NpcVisual travels to the target interaction point
-> arrival begins work
-> completion extracts the actual available amount
-> village receives exactly that amount
-> target updates or becomes depleted
-> reservation is released
Current target behavior:
gather_food -> matching ResourceNode -> recover/wander when unavailable
gather_wood -> matching ResourceNode -> recover/wander when unavailable
other tasks -> existing zones
Food and wood zone fallback was deliberately removed to preserve resource conservation.
Repository-specific file layout
Keep scripts beside their feature scenes, matching the repository's existing feature-oriented structure:
world/
└── resource_nodes/
├── ResourceNode.gd
├── ResourceNode.gd.uid
└── ResourceNode.tscn
Add instances under the current main.tscn while developing:
Main
├── ResourceNodes
│ ├── BerryBush_01
│ ├── BerryBush_02
│ ├── Tree_01
│ └── Tree_02
└── ActivityMarkers temporary eat/rest/study/patrol targets
When JajceWorld is integrated, move or recreate the world-object instances
under:
JajceWorld
└── WorldObjects
└── ResourceNodes
Target discovery must not depend on that exact scene path. Resource nodes should register through a group or a small registry.
First ResourceNode contract
The first node should answer:
- What is my stable world-object ID?
- Which action can use me?
- Which resource do I yield?
- How much remains?
- How much can one completed action extract?
- Am I enabled and usable?
- Who, if anyone, has reserved me?
- Where should an active character stand?
- Did extraction change or deplete me?
Recommended initial data:
class_name ResourceNode
extends Node3D
signal amount_changed(node_id: StringName, amount_remaining: float)
signal depleted(node_id: StringName)
signal reservation_changed(node_id: StringName, agent_id: int)
@export var node_id: StringName
@export var action_id: StringName = &"gather_food"
@export var resource_id: StringName = &"food"
@export var initial_amount: float = 10.0
@export var yield_per_action: float = 2.0
@export var initial_enabled: bool = true
@export var can_npcs_use: bool = true
@export var can_player_use: bool = true
@export var hide_visual_when_depleted: bool = false
@onready var interaction_point: Marker3D = $InteractionPoint
var state: ResourceStateRecord
Action IDs now use canonical SimulationIds values and resolve through
validated ActionDefinition resources. ResourceNode's exported amount and
enabled values are initialization defaults only; its bound
ResourceStateRecord owns live mutable state.
Avoid duplicated state
Do not store a separately mutable is_depleted flag in the first version.
Derive it:
func is_depleted() -> bool:
return state.is_depleted() if state != null else initial_amount <= 0.0
If regeneration or non-depleting sources later require more states, introduce them deliberately.
Extraction result is authoritative
Extraction must return the amount actually removed:
func extract(requested_amount: float = yield_per_action) -> float:
if not can_extract():
return 0.0
var extracted := minf(requested_amount, amount_remaining)
amount_remaining -= extracted
# Emit signals and update presentation.
return extracted
The village receives this returned amount. Do not let both ResourceNode and
SimVillage.apply_npc_task() independently award the configured yield.
Stable IDs
node_id must be:
- non-empty;
- unique inside the world;
- stable across save/load;
- independent of display name and scene path.
For the first hand-authored nodes, explicit IDs such as
&"berry_bush_01" are acceptable. Add startup validation for duplicates.
Scene structure
The first reusable scene can remain small:
ResourceNode (Node3D)
├── Visual (Node3D)
├── InteractionPoint (Marker3D)
└── DebugLabel (Label3D)
Use Node3D for Visual rather than requiring MeshInstance3D; this permits a
mesh, imported model, particles, or multiple visual children later.
The debug label should be controlled by a project/debug setting or inspector toggle rather than a compile-time constant. It should show:
- node ID;
- resource;
- remaining amount;
- reservation owner;
- depleted/disabled state.
Reservation rules
Without reservations, several NPCs can choose one nearly depleted bush and all walk toward it.
The first version needs a single-user reservation:
available -> reserved by agent -> in use -> released
A reservation must be released when:
- the task completes;
- the NPC dies;
- the target depletes;
- travel fails;
- the action is interrupted or replaced;
- the target is disabled;
- the NPC or visual is removed.
Reservation is not ownership. Ownership, permission, crime, and social consequences belong to later systems.
Target selection
The first resolver may choose the nearest available matching node. It must still return a reason trace:
candidate BerryBush_01: accepted, distance 8.2
candidate BerryBush_02: rejected, reserved by NPC 2
candidate BerryBush_03: rejected, depleted
selected BerryBush_01
Future scoring can include:
- travel cost;
- remaining yield;
- danger;
- tool requirements;
- ownership and permission;
- crowding;
- profession;
- expected completion time;
- knowledge of the target.
Do not implement those before the nearest-available version works.
Simulation-state boundary
The first ResourceNode is a Godot world node and may temporarily own its
remaining amount. That is acceptable for the migration prototype, but it is not
the final persistence boundary.
Preserve these rules now:
SimNPCstores a target ID, not aNodereference;- simulation decisions do not store
NodePath; - visual movement receives only a resolved position;
- target extraction is coordinated through one adapter/registry;
- node state has an obvious serialization representation.
Later, authoritative resource state can move into serializable simulation
records while ResourceNode becomes its active-world presentation.
Required changes by existing file
simulation/SimNPC.gd
- add a selected target ID;
- clear it when returning to idle or changing actions;
- do not store
ResourceNodereferences; - preserve current task lifecycle during the first migration.
world/world_view_manager.gd
- query available resource nodes for
gather_foodandgather_wood; - reserve the selected target;
- send its interaction position to
NpcVisual; - use the old marker only when no valid node exists;
- distinguish arrival at a specific target from arrival at a generic task zone.
Target discovery can begin here, but should move into a focused resolver or registry once selection has meaningful rules.
simulation/SimulationManager.gd
- coordinate target completion and reservation release;
- extract from the selected node once;
- give
SimVillagethe actual result; - handle interruption, death, and failure cleanup;
- prevent old hard-coded production from also firing.
simulation/SimVillage.gd
- add an explicit resource-delta method;
- separate generic resource application from task-name matching;
- retain current action effects for non-migrated tasks.
player/player.gd
- eventually resolve and use the same world targets as NPCs;
- do not add a second player-only harvest path with different rules.
Player use can follow NPC migration rather than block its first test.
Migration phases
✅ Phase 1 — ResourceNode scene and registration [complete]
- create
ResourceNode.gdandResourceNode.tscn; - create a
ResourceNodesparent inmain.tscn; - place two bushes and two trees;
- give every node a stable unique ID;
- show debug state;
- expose group/registry discovery.
Exit: nodes register, validate IDs, change amount, deplete, and update debug presentation without involving NPC logic.
✅ Phase 2 — Food target selection and reservation [complete]
- migrate only
gather_food; - find nearest available bush;
- reserve it;
- store its ID on the NPC;
- navigate to its interaction point;
- release on interruption and death;
retain(removed in Phase 4, see divergences above)FarmZonefallback with a visible warning
Exit: two NPCs do not select the same single-user bush, and an NPC can replan when its chosen bush becomes unavailable.
✅ Phase 3 — Authoritative completion [complete]
- extract only after work duration completes;
- return actual extracted amount;
- apply that amount to village food;
- prevent double production;
- deplete and hide/alter the source as configured;
- choose a new source for later tasks.
Exit: resource conservation holds:
total bush decrease == total village food increase
for the initial gather-food scenario.
✅ Phase 4 — Wood and player parity [complete]
Wood migration ✅ complete:
gather_woodresolves loaded presentation candidates throughActionTargetResolverandActiveWorldAdapter- Tree_01 (15 wood, yield 3.0) and Tree_02 (12 wood, yield 3.0) placed
- Extraction follows same path as food (reserve → travel → work → extract → village resource delta)
- Zone fallback removed; NPC goes idle if no tree available
Player parity ✅ complete:
- Player interaction resolves the nearest player-usable resource node by its interaction point.
SimulationManager.harvest_resource_node()uses the same authoritativeResourceStateRecord.extract()contract and applies exactly the returned amount.- Player harvesting can contend with an NPC reservation; depletion releases that reservation so the NPC can recover cleanly.
- Depleted and disabled targets provide explicit feedback.
- Food and forest zone bindings were removed from the player.
tests/resource_node_player_parity_test.gdverifies food conservation, wood conservation, depletion, and player/NPC contention.
Exit: food and wood no longer require their abstract zones during normal play. NPC and player extraction obey the same availability, depletion, and authoritative-yield rules.
Phase 5 — Jajce world placement
This phase is a bounded handoff to the build-in-public visual plan, not permission for open-ended environment polish. Complete the scaffold, placement, and navigation proof, then pass the learning roadmap's architecture gate before the beauty baseline.
- place bushes and trees as real world objects in
JajceWorld; - keep their IDs stable;
- validate interaction points against terrain and navigation;
- use the old task zones only for rest, eat, patrol, and study;
- verify target discovery does not rely on parent scene paths.
Status: complete. 556d0fd added the standalone scaffold and the runtime
now instances it from main.tscn. Four stable-ID resources, the remaining
activity markers, player bindings, active-world targeting, and all 24
navigation routes run through JajceWorld; duplicate flat-map objects were
removed.
Exit: the existing food and wood loops work after moving from the flat map to Terrain3D.
Phase 6 — Replace the remaining activity-marker model
This is not part of the first ResourceNode implementation.
Introduce the next concrete target types:
- storage for eating and item transfer;
- activity sites for rest, study, and guard work;
- workstations when production recipes begin.
Remove each old zone only when its replacement has:
- target selection;
- active interaction position;
- reservation/capacity;
- completion or ongoing-use behavior;
- failure/interruption handling;
- debug visibility;
- save representation.
Progress: the TaskZone container and obsolete FarmZone/ForestZone
nodes have been deleted from main.tscn. The surviving nodes live under
LegacyActivityMarkers to make their transitional role explicit. Task-to-marker
mapping still exists for rest, study, and patrol, so this phase is not complete.
The former FoodZone/PantryMarker is now an authored StorageNode at
JajceWorld/WorldObjects/StorageSites/VillagePantry, backed by
simulation-owned StorageStateRecord state and explicit deposit/withdraw/eat
transactions. Successful food transfers emit serializable economic events, and
an active NPC visibly carries food between source, pantry, and consumption.
Exit: temporary activity markers and task-to-marker mapping are deleted, not merely unused.
Test scenarios
At minimum, exercise:
- one NPC and one bush;
- two NPCs and one bush;
- one NPC and two bushes at different distances;
- selected bush depletes before arrival;
- selected bush depletes exactly on completion;
- NPC dies while traveling;
- NPC dies while working;
- navigation fails;
- node is disabled while reserved;
- no matching node causes recovery without zone production; ✅ implemented
- player and NPC contend for the same source; ✅ automated
- duplicate node IDs are detected.
Use a fixed seed and concise reason tracing where possible.
Video opportunities
The migration naturally creates strong short-form demonstrations:
- “My NPCs stopped walking to invisible work zones.”
- “Two hungry villagers want the same berry bush.”
- “This bush contains the food—the UI counter no longer creates it.”
- “What happens when the closest resource is already reserved?”
- “A depleted forest changes what every woodcutter decides.”
Show the beautiful result first, then reveal target selection, reservation, and resource conservation through debug presentation.
Implementation status
| # | Task | Status | Commits |
|---|---|---|---|
| 1 | Create ResourceNode.gd and ResourceNode.tscn |
✅ Done | 9cd38a1 |
| 2 | Add Main/ResourceNodes |
✅ Done | 9cd38a1 |
| 3 | Place BerryBush_01, BerryBush_02, Tree_01, Tree_02 | ✅ Done | 9cd38a1 |
| 4 | Add stable IDs and registration validation | ✅ Done | 9cd38a1, 1837bc0 |
| 5 | Verify extraction and depletion manually | ✅ Done | 9cd38a1 |
| 6 | Add target ID to SimNPC |
✅ Done | 9cd38a1 |
| 7 | Migrate gather_food target selection |
✅ Done | 9cd38a1, c6033b6 |
| 8 | Add reservation and cleanup | ✅ Done | 9cd38a1, b8752f8 |
| 9 | Apply actual extracted yield on completion | ✅ Done | c6033b6 |
| 10 | Add navigation failure handling (replaces regression scenarios) | ✅ Done | b8752f8 |
| 11 | Migrate wood | ✅ Done | c6033b6, 8049c52 |
| 12 | Give the player the same extraction path | ✅ Done | 326df51 |
| 13 | Integrate the Jajce world scaffold into runtime | ✅ Done | 556d0fd, current phase |
Definition of done for the first migration
| Criterion | Status |
|---|---|
| Food and wood use actual finite world objects | ✅ |
| NPCs select available targets and reserve them | ✅ |
| NPC state stores stable target IDs rather than nodes or scene paths | ✅ |
| Active visuals navigate to explicit interaction points | ✅ |
| Work duration completes before extraction | ✅ |
| Village resources increase only by the amount actually extracted | ✅ |
| Depletion changes availability and presentation | ✅ |
| Failure, interruption, and death release reservations | ✅ |
| Old food and forest zone fallbacks are no longer used by NPCs | ✅ (fallback removed by design) |
| The player and NPCs can use the same extraction contract | ✅ |
| Behavior is inspectable and covered by reproducible scenarios | ✅ (debug logging, node overlay, headless player-parity test) |