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>
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9 changed files with 80 additions and 10 deletions
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@ -37,6 +37,10 @@ func find_best_for(pawn) -> Job:
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for rock in World.rocks:
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if not rock.is_mineable():
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continue
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# Gate on player designation — pawns don't auto-mine undesignated rocks.
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# Boot seed in world.gd auto-designates SAMPLE_ROCKS so the demo still runs.
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if not rock.mine_designated:
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continue
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if Job.is_target_taken_by_other(rock, pawn):
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continue
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var d: int = abs(rock.tile.x - pawn.tile.x) + abs(rock.tile.y - pawn.tile.y)
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