add reachability pre-checks to plant/sleep/chop/mine
Provider audit found 6 WorkProviders missing reachability gates before returning jobs. Without them, pawns can be offered doomed walk-jobs (target boxed in), JobRunner cancels each tick, Decision re-offers same job → 20Hz busy-spin starves lower-priority work. Fixed 4 here (mechanical pattern): - PlantProvider._find_harvest: walkable-target check (mirrors _find_sow) - SleepProvider: walkable bed-tile check - ChopProvider: adjacent-walkable for impassable tree - MineProvider: adjacent-walkable for impassable rock Cooking/Crafting reachability changes (in the same audit's recommendation) were attempted but caused intermittent null returns that regressed cooking rate. Reverted those — they need more careful work that doesn't break the existing flow. Filed separately. Future cleanup: _find_adjacent_walkable duplicated across ConstructionProvider, ChopProvider — extract to a base/util. MCP-verified after revert: 2 meals + 1 bread + 2 grain in cabin crate within 3700 ticks at ULTRA. Cooking fires, hauling fires, all production paths operational. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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4 changed files with 57 additions and 3 deletions
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@ -63,6 +63,10 @@ func _find_harvest(pawn) -> Job:
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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 _find_sow / HaulingProvider 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_dist:
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best_dist = d
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