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>
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9 changed files with 70 additions and 1 deletions
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@ -50,6 +50,11 @@ func find_best_for(pawn) -> Job:
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var dirt_val: float = float(ds.dirt_map[tile])
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if dirt_val < DIRTY_THRESHOLD:
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continue
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# target_node stores the Vector2i tile coordinate (field is untyped — accepts
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# non-Node values). Dirty tiles have no scene Node; the tile position itself
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# is the unique claim key.
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if Job.is_target_taken_by_other(tile, pawn):
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continue
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var d: int = abs(tile.x - pawn.tile.x) + abs(tile.y - pawn.tile.y)
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if d < best_dist:
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best_dist = d
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@ -60,6 +65,7 @@ func find_best_for(pawn) -> Job:
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var j := Job.new()
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j.label = "Clean (%d,%d)" % [best_tile.x, best_tile.y]
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j.target_node = best_tile
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j.toils.append(Toil.walk_to(best_tile))
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j.toils.append(Toil.clean_at(best_tile))
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return j
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