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

@ -37,6 +37,10 @@ func find_best_for(pawn) -> Job:
for rock in World.rocks:
if not rock.is_mineable():
continue
# Gate on player designation — pawns don't auto-mine undesignated rocks.
# Boot seed in world.gd auto-designates SAMPLE_ROCKS so the demo still runs.
if not rock.mine_designated:
continue
if Job.is_target_taken_by_other(rock, pawn):
continue
var d: int = abs(rock.tile.x - pawn.tile.x) + abs(rock.tile.y - pawn.tile.y)