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:
megaproxy 2026-05-12 13:45:44 +01:00
parent 07fb66608a
commit e7a2407af2
9 changed files with 70 additions and 1 deletions

View file

@ -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