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>
This commit is contained in:
megaproxy 2026-05-17 20:20:35 +01:00
parent ab53808a53
commit 16e04e46f0
4 changed files with 57 additions and 3 deletions

View file

@ -58,6 +58,11 @@ func find_best_for(pawn) -> Job:
# nearest bed and then losing the race at claim time.
if Job.is_target_taken_by_other(bed, pawn):
continue
# Reachability pre-check — beds are walkable tiles, use Pattern A.
# Prevents a busy-spin if all beds are walled off from this pawn.
if pawn.tile != bed.tile and World.pathfinder != null:
if World.pathfinder.find_path(pawn.tile, bed.tile).is_empty():
continue
var d: int = abs(bed.tile.x - pawn.tile.x) + abs(bed.tile.y - pawn.tile.y)
if d < best_dist:
best_dist = d