Job: target_node claim so pawns don't cluster on the same target
Visible bug: with 1 wall ghost queued, all 3 pawns picked the same site; 2 stood idle while 1 built. Same shape would affect chop/mine/haul/etc. Design: Job carries an untyped target_node ref (the tree/rock/build-site/ crop/item/patient/workbench/etc the job is acting on). Job.is_target_taken_ by_other(target, excluding_pawn) does an O(pawns) scan of live job state to ask 'is anyone else already working this?'. Each WorkProvider's find_best_ for() now skips claimed targets in its scan and sets j.target_node before returning. No per-entity claim state, no .claim()/.release() bookkeeping, no save-format change — target_node is intentionally not serialized because pawns re-decide and re-bind naturally after load. Providers updated: construction / chop / mine / plant (harvest path) / hauling (item AND corpse) / cleaning (target is Vector2i tile not Node; field is untyped, doc'd) / doctor / crafting (workbench). Not touched: rest (everyone shares the rest tile, that's fine), eat / sleep (food and beds have their own availability gates; flagged as a followup if multi-pawn food contention surfaces). Verified MCP runtime: fresh boot, 3 pawns picked 3 distinct wall sites (44,28)/(45,28)/(44,27) with distinct target_node refs. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
parent
07fb66608a
commit
e7a2407af2
9 changed files with 70 additions and 1 deletions
|
|
@ -34,6 +34,8 @@ func find_best_for(pawn) -> Job:
|
|||
for tree in World.trees:
|
||||
if not tree.is_choppable():
|
||||
continue
|
||||
if Job.is_target_taken_by_other(tree, pawn):
|
||||
continue
|
||||
var d: int = abs(tree.tile.x - pawn.tile.x) + abs(tree.tile.y - pawn.tile.y)
|
||||
if d < best_dist:
|
||||
best_dist = d
|
||||
|
|
@ -44,6 +46,7 @@ func find_best_for(pawn) -> Job:
|
|||
|
||||
var j := Job.new()
|
||||
j.label = "Chop tree at %s" % best.tile
|
||||
j.target_node = best
|
||||
j.toils.append(Toil.walk_to(best.tile))
|
||||
j.toils.append(Toil.interact(best.get_path(), &"on_chop_tick"))
|
||||
return j
|
||||
|
|
|
|||
|
|
@ -50,6 +50,11 @@ func find_best_for(pawn) -> Job:
|
|||
var dirt_val: float = float(ds.dirt_map[tile])
|
||||
if dirt_val < DIRTY_THRESHOLD:
|
||||
continue
|
||||
# target_node stores the Vector2i tile coordinate (field is untyped — accepts
|
||||
# non-Node values). Dirty tiles have no scene Node; the tile position itself
|
||||
# is the unique claim key.
|
||||
if Job.is_target_taken_by_other(tile, pawn):
|
||||
continue
|
||||
var d: int = abs(tile.x - pawn.tile.x) + abs(tile.y - pawn.tile.y)
|
||||
if d < best_dist:
|
||||
best_dist = d
|
||||
|
|
@ -60,6 +65,7 @@ func find_best_for(pawn) -> Job:
|
|||
|
||||
var j := Job.new()
|
||||
j.label = "Clean (%d,%d)" % [best_tile.x, best_tile.y]
|
||||
j.target_node = best_tile
|
||||
j.toils.append(Toil.walk_to(best_tile))
|
||||
j.toils.append(Toil.clean_at(best_tile))
|
||||
return j
|
||||
|
|
|
|||
|
|
@ -46,6 +46,8 @@ func find_best_for(pawn) -> Job:
|
|||
for site in World.build_queue:
|
||||
if not site.is_buildable():
|
||||
continue
|
||||
if Job.is_target_taken_by_other(site, pawn):
|
||||
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
|
||||
|
|
@ -66,6 +68,7 @@ func find_best_for(pawn) -> Job:
|
|||
|
||||
var j := Job.new()
|
||||
j.label = "Build %s at %s" % [best.label(), best.tile]
|
||||
j.target_node = best
|
||||
j.toils.append(Toil.walk_to(stand_tile))
|
||||
j.toils.append(Toil.build_at(best.get_path()))
|
||||
return j
|
||||
|
|
|
|||
|
|
@ -55,6 +55,9 @@ func find_best_for(pawn) -> Job:
|
|||
# Duck-type guard: skip workbenches that aren't fully set up yet.
|
||||
if not wb.get("_completed"):
|
||||
continue
|
||||
# Skip workbenches another pawn has already claimed for crafting.
|
||||
if Job.is_target_taken_by_other(wb, pawn):
|
||||
continue
|
||||
|
||||
for i in wb.bills.size():
|
||||
var b = wb.bills[i]
|
||||
|
|
@ -91,6 +94,7 @@ func find_best_for(pawn) -> Job:
|
|||
|
||||
var j := Job.new()
|
||||
j.label = "Craft %s at %s" % [best_bill.recipe.label, best_wb.get("label_text") if best_wb.get("label_text") != null else "workbench"]
|
||||
j.target_node = best_wb
|
||||
j.toils.append(Toil.walk_to(src_item.tile))
|
||||
j.toils.append(Toil.pickup())
|
||||
j.toils.append(Toil.walk_to(best_wb.tile))
|
||||
|
|
|
|||
|
|
@ -54,7 +54,8 @@ func find_best_for(pawn) -> Job:
|
|||
if pawn.carried_item != null:
|
||||
return null
|
||||
|
||||
# Find the nearest downed pawn that isn't this pawn.
|
||||
# Find the nearest downed pawn that isn't this pawn and has no other doctor
|
||||
# already assigned (prevents two doctors converging on one wounded pawn).
|
||||
var best_patient = null
|
||||
var best_dist: int = 999999
|
||||
for p in World.pawns:
|
||||
|
|
@ -62,6 +63,8 @@ func find_best_for(pawn) -> Job:
|
|||
continue
|
||||
if p == pawn:
|
||||
continue
|
||||
if Job.is_target_taken_by_other(p, pawn):
|
||||
continue
|
||||
var d: int = abs(p.tile.x - pawn.tile.x) + abs(p.tile.y - pawn.tile.y)
|
||||
if d < best_dist:
|
||||
best_dist = d
|
||||
|
|
@ -81,6 +84,7 @@ func find_best_for(pawn) -> Job:
|
|||
|
||||
var j := Job.new()
|
||||
j.label = "Rescue %s → bed at %s" % [best_patient.pawn_name, medical_bed.tile]
|
||||
j.target_node = best_patient
|
||||
# 4-toil sequence per the doctor rescue model above.
|
||||
j.toils.append(Toil.walk_to(best_patient.tile))
|
||||
j.toils.append(Toil.rescue(best_patient.get_path()))
|
||||
|
|
|
|||
|
|
@ -62,6 +62,9 @@ func find_best_for(pawn) -> Job:
|
|||
# Skip items another pawn is already carrying.
|
||||
if item.being_carried:
|
||||
continue
|
||||
# Skip items another pawn has already claimed (target_node = item node).
|
||||
if Job.is_target_taken_by_other(item, pawn):
|
||||
continue
|
||||
|
||||
# Find the best destination for this item type + priority.
|
||||
var dest = _find_best_destination_for(item)
|
||||
|
|
@ -105,6 +108,9 @@ func find_best_for(pawn) -> Job:
|
|||
# Skip corpses another pawn is already carrying.
|
||||
if corpse.get_meta("being_carried_corpse", false):
|
||||
continue
|
||||
# Skip corpses another pawn has already claimed.
|
||||
if Job.is_target_taken_by_other(corpse, pawn):
|
||||
continue
|
||||
|
||||
var dest = _find_best_destination_for(corpse)
|
||||
if dest == null:
|
||||
|
|
@ -126,6 +132,9 @@ func find_best_for(pawn) -> Job:
|
|||
return null
|
||||
|
||||
var j := Job.new()
|
||||
# target_node is the item/corpse being picked up — the carry-from side.
|
||||
# Other pawns' HaulingProviders read this to avoid double-claiming the same item.
|
||||
j.target_node = best_item
|
||||
if best_is_corpse:
|
||||
j.label = "Haul corpse '%s' -> (%d,%d)" % [
|
||||
best_item.deceased_name,
|
||||
|
|
|
|||
|
|
@ -14,6 +14,40 @@ var label: String = ""
|
|||
var toils: Array[Toil] = []
|
||||
var current_toil_index: int = 0
|
||||
|
||||
## The world-space entity this job is acting on (tree, rock, build-site,
|
||||
## crop, etc.). Set by the WorkProvider that built the job. Untyped to
|
||||
## avoid class_name cycles. Read by sibling providers via
|
||||
## Job.is_target_taken_by_other() to prevent multiple pawns claiming
|
||||
## the same target.
|
||||
##
|
||||
## NOT serialized: target_node holds a live Node ref (or Vector2i for tile
|
||||
## targets). After load, pawns re-decide and re-bind claims naturally based
|
||||
## on restored JobRunner state.
|
||||
var target_node = null
|
||||
|
||||
|
||||
# ── claim helpers ────────────────────────────────────────────────────────────
|
||||
|
||||
## Returns true if `target` is the active target_node of any pawn's current
|
||||
## job, excluding `excluding_pawn` (the pawn that's about to claim it).
|
||||
## O(pawns) scan — single-threaded sim, no race within a tick because
|
||||
## pawns iterate sequentially (earlier pawn commits its job before the
|
||||
## next pawn's decision runs).
|
||||
##
|
||||
## Accepts any value for target (Node, Vector2i, etc.) — uses == comparison.
|
||||
static func is_target_taken_by_other(target, excluding_pawn) -> bool:
|
||||
if target == null:
|
||||
return false
|
||||
for p in World.pawns:
|
||||
if p == excluding_pawn:
|
||||
continue
|
||||
if p.job_runner == null or not p.job_runner.has_job():
|
||||
continue
|
||||
if p.job_runner.job.target_node == target:
|
||||
Audit.log("decision", "claim skip: %s already targeting %s" % [p.pawn_name, str(target)])
|
||||
return true
|
||||
return false
|
||||
|
||||
|
||||
# ── queries ──────────────────────────────────────────────────────────────────
|
||||
|
||||
|
|
|
|||
|
|
@ -35,6 +35,8 @@ func find_best_for(pawn) -> Job:
|
|||
for rock in World.rocks:
|
||||
if not rock.is_mineable():
|
||||
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)
|
||||
if d < best_dist:
|
||||
best_dist = d
|
||||
|
|
@ -45,6 +47,7 @@ func find_best_for(pawn) -> Job:
|
|||
|
||||
var j := Job.new()
|
||||
j.label = "Mine rock at %s" % best.tile
|
||||
j.target_node = best
|
||||
j.toils.append(Toil.walk_to(best.tile))
|
||||
j.toils.append(Toil.interact(best.get_path(), &"on_mine_tick"))
|
||||
return j
|
||||
|
|
|
|||
|
|
@ -45,6 +45,8 @@ func find_best_for(pawn) -> Job:
|
|||
for crop in World.crops:
|
||||
if not crop.is_harvestable():
|
||||
continue
|
||||
if Job.is_target_taken_by_other(crop, pawn):
|
||||
continue
|
||||
var d: int = abs(crop.tile.x - pawn.tile.x) + abs(crop.tile.y - pawn.tile.y)
|
||||
if d < best_dist:
|
||||
best_dist = d
|
||||
|
|
@ -55,6 +57,7 @@ func find_best_for(pawn) -> Job:
|
|||
|
||||
var j := Job.new()
|
||||
j.label = "Harvest %s at %s" % [best.crop_kind, best.tile]
|
||||
j.target_node = best
|
||||
j.toils.append(Toil.walk_to(best.tile))
|
||||
j.toils.append(Toil.interact(best.get_path(), &"on_harvest_tick"))
|
||||
return j
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue