split CookingProvider out of CraftingProvider — fixes starvation
Player report: pawns starve even with harvested crops because cooking never happens. Root cause: CraftingProvider handled both crafting-skill and cooking-skill bills with priority 4, below Plant=5 and Chop=5 in Decision's tiebreaker. Pawns endlessly harvested + chopped instead of cooking the food already on the floor; raw +25 vegetable couldn't outpace HUNGER_DECAY × 3 pawns. CraftingProvider now filters bills to required_skill == &"crafting" only. New CookingProvider (category=&"cooking", priority=6) handles required_skill == &"cooking" bills (bread, meal_from_vegetables) with identical find/score logic including the ingredient2 buffer flow. pawn.work_priorities default now includes &"cooking": 3 (matches the 9-category design spec). decision.gd category-list comment updated. WorkPriorityMatrix gains a "Cook" column. MCP runtime verified: pawns now decide `cooking(pri=3) → Craft Veggie meal at Hearth` immediately after vegetables exist; 2 bread items appeared by tick 261 of a fresh boot. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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6 changed files with 240 additions and 7 deletions
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@ -79,6 +79,10 @@ func find_best_for(pawn) -> Job:
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var b = wb.bills[i]
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if not b.is_active():
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continue
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# CraftingProvider only handles crafting-skill bills.
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# Cooking-skill bills are handled by CookingProvider (category = &"cooking").
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if b.recipe.required_skill != &"crafting":
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continue
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# Skill threshold check — pawn must meet the bill's minimum.
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if pawn.get_skill(b.recipe.required_skill) < b.recipe.skill_threshold:
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