ConstructionProvider: skip unreachable build sites

Player reported pawns ignoring chop designations. Root cause was a
lingering door designation at (36, 27) — painted on the test shed wall,
which is pre-built and impassable. ConstructionProvider (priority 6)
kept offering the doomed job; Decision picked it over chop (priority 5);
JobRunner cancelled the empty walk each tick. Busy-spin starved all
elective work.

Mirrors the reachability pattern from HaulingProvider / DoctorProvider /
EatProvider. For pathing-blocking sites (walls) we probe from an adjacent
walkable cell; for other sites (doors / beds / crates / torches) we probe
the site tile directly. Unreachable sites are skipped silently so the
queue can sit dormant without starving lower-priority work.

Verified via MCP: with a deliberately-unreachable door designation in
the queue, all three pawns successfully picked up chop jobs.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
megaproxy 2026-05-15 15:09:19 +01:00
parent a4163ba222
commit 69a1c0de44

View file

@ -48,6 +48,19 @@ func find_best_for(pawn) -> Job:
continue
if Job.is_target_taken_by_other(site, pawn):
continue
# Reachability — same pattern as HaulingProvider. Without this gate, an
# unreachable build site (e.g. a door painted on a tile that already has
# a pre-built wall) is offered every tick, Decision picks it over lower-
# priority work like chop, and JobRunner cancels the doomed walk each
# tick — a busy-spin that starves all elective work. For pathing-blocking
# sites (walls) we check from an adjacent tile; for others, from the tile.
var probe_tile: Vector2i = site.tile
if site.has_method("blocks_pathing_when_complete") and site.blocks_pathing_when_complete():
probe_tile = _find_adjacent_walkable(site.tile, pawn.tile)
if probe_tile == site.tile:
continue # no walkable neighbour at all → boxed-in site, skip silently
if pawn.tile != probe_tile and World.pathfinder.find_path(pawn.tile, probe_tile).is_empty():
continue
var d: int = abs(site.tile.x - pawn.tile.x) + abs(site.tile.y - pawn.tile.y)
if d < best_dist:
best_dist = d