Work orders keep the crafting queue

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
rope 2026-10-28 12:14:18 +00:00
parent 97ef606bbf
commit 70be493558
4 changed files with 52 additions and 13 deletions

2
app.py
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@ -419,7 +419,7 @@ class Handler(BaseHTTPRequestHandler):
if path == "/api/order/work": if path == "/api/order/work":
return game.work_order(world, player, body.get("id"), now) return game.work_order(world, player, body.get("id"), now)
if path == "/api/order/drop": if path == "/api/order/drop":
return game.claim_order(world, player, body.get("id"), claim=False) return game.drop_order(world, player, body.get("id"), now)
if path == "/api/order/deliver": if path == "/api/order/deliver":
return game.deliver_order(world, player, body.get("id"), now) return game.deliver_order(world, player, body.get("id"), now)
if path == "/api/seen": if path == "/api/seen":

38
game.py
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@ -3253,7 +3253,8 @@ def process_player(world: dict, player: dict, now: float, rng: random.Random | N
burn_fires(world, current["start"] + duration) burn_fires(world, current["start"] + duration)
reason = can_start(world, player, action) reason = can_start(world, player, action)
if reason: if reason:
if next_queued(world, player, current["start"], summary, skipped=current): if next_queued(world, player, current["start"], summary, skipped=current) or \
"order" in current and finish_once(world, player, current["start"], reason, summary):
current = player["action"] current = player["action"]
continue continue
stop(player, reason) stop(player, reason)
@ -3277,7 +3278,8 @@ def process_player(world: dict, player: dict, now: float, rng: random.Random | N
# Out of materials: stop now, not once the next bar has filled. # Out of materials: stop now, not once the next bar has filled.
reason = can_start(world, player, growing(player)) reason = can_start(world, player, growing(player))
if reason: if reason:
if next_queued(world, player, current["start"], summary, skipped=current): if next_queued(world, player, current["start"], summary, skipped=current) or \
"order" in current and finish_once(world, player, current["start"], reason, summary):
current = player["action"] current = player["action"]
continue continue
stop(player, reason) stop(player, reason)
@ -3322,7 +3324,7 @@ def queue_add(world: dict, player: dict, action_id: str, qty: int, now: float) -
reason = queue_reason(world, player, action) reason = queue_reason(world, player, action)
if reason: if reason:
return reason return reason
if not (player["action"] and "left" in player["action"]): if not (player["action"] and ("left" in player["action"] or "order" in player["action"])):
return start_action(world, player, action_id, now, once=qty) return start_action(world, player, action_id, now, once=qty)
player["queue"].append({"id": action_id, "n": qty}) player["queue"].append({"id": action_id, "n": qty})
return None return None
@ -3985,16 +3987,10 @@ def remove_orders(world: dict, player: dict, order_id=None) -> str | None:
return None return None
def claim_order(world: dict, player: dict, order_id, claim: bool = True) -> str | None: def claim_order(world: dict, player: dict, order_id) -> str | None:
order = order_by_id(world, order_id) order = order_by_id(world, order_id)
if not order or order["status"] != "open" or order["kind"] != "craft": if not order or order["status"] != "open" or order["kind"] != "craft":
return "No such order" return "No such order"
if not claim:
if order["claimed"] == player["id"]:
order["claimed"] = None
if (player["action"] or {}).get("order") == order["id"]:
stop(player)
return None
if order["by"] == player["id"]: if order["by"] == player["id"]:
return "That's your own order" return "That's your own order"
if order["claimed"] not in (None, player["id"]): if order["claimed"] not in (None, player["id"]):
@ -4005,8 +4001,21 @@ def claim_order(world: dict, player: dict, order_id, claim: bool = True) -> str
return None return None
def drop_order(world: dict, player: dict, order_id, now: float) -> str | None:
"""Let go of an order you'd claimed. If you were crafting it: on with the queue, or back to what you were doing."""
order = order_by_id(world, order_id)
if not order or order["status"] != "open" or order["kind"] != "craft":
return "No such order"
if order["claimed"] == player["id"]:
order["claimed"] = None
if (player["action"] or {}).get("order") == order["id"]:
finish_once(world, player, now)
return None
def work_order(world: dict, player: dict, order_id, now: float) -> str | None: def work_order(world: dict, player: dict, order_id, now: float) -> str | None:
"""Claim a crafting order and start making it.""" """Claim a crafting order and start making it. A make that was running goes back to the
front of the queue with what it had left; anything else is what comes after."""
order = order_by_id(world, order_id) order = order_by_id(world, order_id)
had = order and order["claimed"] == player["id"] had = order and order["claimed"] == player["id"]
error = claim_order(world, player, order_id) error = claim_order(world, player, order_id)
@ -4022,6 +4031,12 @@ def work_order(world: dict, player: dict, order_id, now: float) -> str | None:
return reason return reason
if previous and previous.get("party") in world["parties"]: if previous and previous.get("party") in world["parties"]:
leave_party(world, player, previous["party"], now) leave_party(world, player, previous["party"], now)
if previous and "order" not in previous:
if "left" in previous and queueable(ACTION_BY_ID[previous["id"]]):
player["queue"].insert(0, {"id": previous["id"], "n": previous["left"]})
elif "left" not in previous:
previous = {"resume": previous["id"], "resume_plot2": previous.get("plot2")}
player["action"].update({k: v for k, v in (previous or {}).items() if k in ("resume", "resume_plot2") and v})
player["stopped"] = None player["stopped"] = None
return None return None
@ -6576,6 +6591,7 @@ ORDER_RECIPES, ORDER_RAW = _order_sources()
# line here (new / balance / fix), and a new release a new entry on top. # line here (new / balance / fix), and a new release a new entry on top.
PATCH_NOTES = [ PATCH_NOTES = [
{"date": "2026-10-28", "title": "Queue", "notes": [ {"date": "2026-10-28", "title": "Queue", "notes": [
("new", "Work orders no longer erase your crafting queue"),
("new", "Items link to where they're made: click to jump to the recipe."), ("new", "Items link to where they're made: click to jump to the recipe."),
("new", "Queue: ▲ on #1 swaps it with the current make."), ("new", "Queue: ▲ on #1 swaps it with the current make."),
("new", "Updated Guard kit, added recipes for crafting professions to contribute to defence of town without needing combat-related loot."), ("new", "Updated Guard kit, added recipes for crafting professions to contribute to defence of town without needing combat-related loot."),

View file

@ -2489,7 +2489,7 @@ function orderCard(o) {
&& !S.me.blocked[o.action].startsWith("Out of") ? S.me.blocked[o.action] : ""; && !S.me.blocked[o.action].startsWith("Out of") ? S.me.blocked[o.action] : "";
buttons = `${o.claimed === S.uid ? `<button class="btn" data-order-drop="${o.id}">Drop</button>` : ""} buttons = `${o.claimed === S.uid ? `<button class="btn" data-order-drop="${o.id}">Drop</button>` : ""}
${have ? `<button class="btn" data-order-deliver="${o.id}">Deliver ${fmt(Math.min(have, left))}</button>` : ""} ${have ? `<button class="btn" data-order-deliver="${o.id}">Deliver ${fmt(Math.min(have, left))}</button>` : ""}
${working ? `<span class="tag gold">Crafting</span>` : `<button class="btn primary" data-order-work="${o.id}" ${why ? `disabled title="${esc(why)}"` : ""}>Craft it</button>`}`; ${working ? `<span class="tag gold">Crafting</span>` : `<button class="btn primary" data-order-work="${o.id}" ${why ? `disabled title="${esc(why)}"` : ""}>Craft</button>`}`;
} }
const reward = o.kind === "gather" ? `${fmt(Math.round(o.reward / o.qty))} each` : fmt(o.reward); const reward = o.kind === "gather" ? `${fmt(Math.round(o.reward / o.qty))} each` : fmt(o.reward);
return `<div class="action order"> return `<div class="action order">

View file

@ -2610,6 +2610,29 @@ class WorkOrderTest(unittest.TestCase):
self.assertNotIn("oak_plank", self.fred["bank"]) # the crafter brings what wasn't provided self.assertNotIn("oak_plank", self.fred["bank"]) # the crafter brings what wasn't provided
self.assertIsNone(self.fred["action"]) self.assertIsNone(self.fred["action"])
def test_an_order_mid_queue_puts_the_make_back_in_line(self):
self.post_hammer()
order = self.world["orders"][0]
self.fred["bank"] = {"oak_plank": 1, "copper_bar": 8}
game.start_action(self.world, self.fred, "mine_stone", T0)
game.start_action(self.world, self.fred, "smith_copper_helmet", T0, once=2)
game.queue_add(self.world, self.fred, "smith_copper_legs", 1, T0)
self.assertIsNone(game.work_order(self.world, self.fred, order["id"], T0))
self.assertEqual(self.fred["queue"], [{"id": "smith_copper_helmet", "n": 2}, {"id": "smith_copper_legs", "n": 1}])
summary = game.process_player(self.world, self.fred, T0 + 3600, random.Random(1))
self.assertEqual(order["status"], "done")
self.assertEqual((self.fred["bank"].get("copper_helmet"), self.fred["bank"].get("copper_legs")), (2, 1))
self.assertEqual((self.fred["action"]["id"], self.fred["queue"], summary["stopped"]), ("mine_stone", [], None))
def test_an_order_goes_back_to_what_you_were_doing(self):
self.post_hammer()
order = self.world["orders"][0]
self.fred["bank"] = {"oak_plank": 1}
game.start_action(self.world, self.fred, "mine_stone", T0)
self.assertIsNone(game.work_order(self.world, self.fred, order["id"], T0))
self.assertIsNone(game.drop_order(self.world, self.fred, order["id"], T0))
self.assertEqual((self.fred["action"]["id"], order["claimed"]), ("mine_stone", None))
def test_cancelling_refunds_what_is_left(self): def test_cancelling_refunds_what_is_left(self):
self.post_hammer() self.post_hammer()
order = self.world["orders"][0] order = self.world["orders"][0]