Chop/mine designation gate + reachability gates on Doctor & Eat

Player reported pawns ignoring chop designations. Root cause:
ChopProvider/MineProvider iterated World.trees/World.rocks
unconditionally — paint set a null sentinel and never touched the entity,
so designation was cosmetic only. Pawns auto-chopped nearest unfelled tree.

* Added chop_designated: bool to Tree, mine_designated: bool to Rock and
  BigRock (footprint-aware: paint on any of the 4 footprint cells flags
  the boulder). Save/load round-trips the flag.

* world.gd._on_designation_added 'chop'/'mine' cases now find the entity
  at the painted tile and flip the flag. _on_designation_cleared inverts.

* Boot seed auto-designates SAMPLE_TREES / SAMPLE_ROCKS / SAMPLE_BIG_ROCKS
  so the cabin demo still produces wood + stone end-to-end without
  requiring the player to paint first.

Also from the same audit (researcher mapped all 11 WorkProviders):

* DoctorProvider + EatProvider now pre-check reachability with
  pathfinder.find_path before issuing a job, mirroring HaulingProvider's
  pattern. Previously they handed out doomed walks that JobRunner had to
  cancel, busy-spinning at 20 Hz.

Verified end-to-end via MCP runtime: undesignated tree/rock returns null
from provider; paint flips the flag and provider returns a chop/mine job;
un-paint clears the flag; BigRock footprint paint works on any of the 4
cells.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
megaproxy 2026-05-15 14:53:50 +01:00
parent 922f269a6c
commit a4163ba222
9 changed files with 80 additions and 10 deletions

View file

@ -57,6 +57,10 @@ func find_best_for(pawn) -> Job:
var fp: int = _food_priority(it.item_type)
if fp < 0:
continue
# Reachability — same pattern as HaulingProvider. Skip food we can't
# path to instead of returning a doomed walk job.
if pawn.tile != it.tile and World.pathfinder.find_path(pawn.tile, it.tile).is_empty():
continue
var d: int = abs(it.tile.x - pawn.tile.x) + abs(it.tile.y - pawn.tile.y)
# Higher food-priority tier beats distance; within same tier nearest wins.
if fp > best_priority or (fp == best_priority and d < best_dist):