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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@ -14,6 +14,40 @@ var label: String = ""
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var toils: Array[Toil] = []
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var current_toil_index: int = 0
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## The world-space entity this job is acting on (tree, rock, build-site,
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## crop, etc.). Set by the WorkProvider that built the job. Untyped to
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## avoid class_name cycles. Read by sibling providers via
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## Job.is_target_taken_by_other() to prevent multiple pawns claiming
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## the same target.
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##
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## NOT serialized: target_node holds a live Node ref (or Vector2i for tile
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## targets). After load, pawns re-decide and re-bind claims naturally based
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## on restored JobRunner state.
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var target_node = null
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# ── claim helpers ────────────────────────────────────────────────────────────
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## Returns true if `target` is the active target_node of any pawn's current
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## job, excluding `excluding_pawn` (the pawn that's about to claim it).
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## O(pawns) scan — single-threaded sim, no race within a tick because
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## pawns iterate sequentially (earlier pawn commits its job before the
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## next pawn's decision runs).
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##
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## Accepts any value for target (Node, Vector2i, etc.) — uses == comparison.
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static func is_target_taken_by_other(target, excluding_pawn) -> bool:
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if target == null:
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return false
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for p in World.pawns:
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if p == excluding_pawn:
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continue
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if p.job_runner == null or not p.job_runner.has_job():
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continue
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if p.job_runner.job.target_node == target:
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Audit.log("decision", "claim skip: %s already targeting %s" % [p.pawn_name, str(target)])
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return true
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return false
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# ── queries ──────────────────────────────────────────────────────────────────
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