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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@ -34,6 +34,8 @@ func find_best_for(pawn) -> Job:
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for tree in World.trees:
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for tree in World.trees:
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if not tree.is_choppable():
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if not tree.is_choppable():
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continue
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continue
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if Job.is_target_taken_by_other(tree, pawn):
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continue
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var d: int = abs(tree.tile.x - pawn.tile.x) + abs(tree.tile.y - pawn.tile.y)
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var d: int = abs(tree.tile.x - pawn.tile.x) + abs(tree.tile.y - pawn.tile.y)
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if d < best_dist:
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if d < best_dist:
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best_dist = d
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best_dist = d
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@ -44,6 +46,7 @@ func find_best_for(pawn) -> Job:
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var j := Job.new()
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var j := Job.new()
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j.label = "Chop tree at %s" % best.tile
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j.label = "Chop tree at %s" % best.tile
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j.target_node = best
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j.toils.append(Toil.walk_to(best.tile))
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j.toils.append(Toil.walk_to(best.tile))
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j.toils.append(Toil.interact(best.get_path(), &"on_chop_tick"))
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j.toils.append(Toil.interact(best.get_path(), &"on_chop_tick"))
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return j
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return j
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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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var dirt_val: float = float(ds.dirt_map[tile])
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if dirt_val < DIRTY_THRESHOLD:
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if dirt_val < DIRTY_THRESHOLD:
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continue
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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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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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if d < best_dist:
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best_dist = d
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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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var j := Job.new()
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j.label = "Clean (%d,%d)" % [best_tile.x, best_tile.y]
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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.walk_to(best_tile))
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j.toils.append(Toil.clean_at(best_tile))
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j.toils.append(Toil.clean_at(best_tile))
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return j
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return j
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@ -46,6 +46,8 @@ func find_best_for(pawn) -> Job:
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for site in World.build_queue:
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for site in World.build_queue:
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if not site.is_buildable():
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if not site.is_buildable():
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continue
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continue
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if Job.is_target_taken_by_other(site, pawn):
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continue
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var d: int = abs(site.tile.x - pawn.tile.x) + abs(site.tile.y - pawn.tile.y)
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var d: int = abs(site.tile.x - pawn.tile.x) + abs(site.tile.y - pawn.tile.y)
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if d < best_dist:
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if d < best_dist:
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best_dist = d
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best_dist = d
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@ -66,6 +68,7 @@ func find_best_for(pawn) -> Job:
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var j := Job.new()
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var j := Job.new()
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j.label = "Build %s at %s" % [best.label(), best.tile]
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j.label = "Build %s at %s" % [best.label(), best.tile]
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j.target_node = best
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j.toils.append(Toil.walk_to(stand_tile))
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j.toils.append(Toil.walk_to(stand_tile))
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j.toils.append(Toil.build_at(best.get_path()))
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j.toils.append(Toil.build_at(best.get_path()))
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return j
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return j
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@ -55,6 +55,9 @@ func find_best_for(pawn) -> Job:
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# Duck-type guard: skip workbenches that aren't fully set up yet.
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# Duck-type guard: skip workbenches that aren't fully set up yet.
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if not wb.get("_completed"):
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if not wb.get("_completed"):
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continue
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continue
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# Skip workbenches another pawn has already claimed for crafting.
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if Job.is_target_taken_by_other(wb, pawn):
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continue
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for i in wb.bills.size():
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for i in wb.bills.size():
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var b = wb.bills[i]
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var b = wb.bills[i]
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@ -91,6 +94,7 @@ func find_best_for(pawn) -> Job:
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var j := Job.new()
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var j := Job.new()
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j.label = "Craft %s at %s" % [best_bill.recipe.label, best_wb.get("label_text") if best_wb.get("label_text") != null else "workbench"]
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j.label = "Craft %s at %s" % [best_bill.recipe.label, best_wb.get("label_text") if best_wb.get("label_text") != null else "workbench"]
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j.target_node = best_wb
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j.toils.append(Toil.walk_to(src_item.tile))
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j.toils.append(Toil.walk_to(src_item.tile))
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j.toils.append(Toil.pickup())
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j.toils.append(Toil.pickup())
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j.toils.append(Toil.walk_to(best_wb.tile))
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j.toils.append(Toil.walk_to(best_wb.tile))
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@ -54,7 +54,8 @@ func find_best_for(pawn) -> Job:
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if pawn.carried_item != null:
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if pawn.carried_item != null:
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return null
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return null
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# Find the nearest downed pawn that isn't this pawn.
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# Find the nearest downed pawn that isn't this pawn and has no other doctor
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# already assigned (prevents two doctors converging on one wounded pawn).
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var best_patient = null
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var best_patient = null
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var best_dist: int = 999999
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var best_dist: int = 999999
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for p in World.pawns:
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for p in World.pawns:
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@ -62,6 +63,8 @@ func find_best_for(pawn) -> Job:
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continue
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continue
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if p == pawn:
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if p == pawn:
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continue
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continue
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if Job.is_target_taken_by_other(p, pawn):
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continue
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var d: int = abs(p.tile.x - pawn.tile.x) + abs(p.tile.y - pawn.tile.y)
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var d: int = abs(p.tile.x - pawn.tile.x) + abs(p.tile.y - pawn.tile.y)
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if d < best_dist:
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if d < best_dist:
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best_dist = d
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best_dist = d
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@ -81,6 +84,7 @@ func find_best_for(pawn) -> Job:
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var j := Job.new()
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var j := Job.new()
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j.label = "Rescue %s → bed at %s" % [best_patient.pawn_name, medical_bed.tile]
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j.label = "Rescue %s → bed at %s" % [best_patient.pawn_name, medical_bed.tile]
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j.target_node = best_patient
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# 4-toil sequence per the doctor rescue model above.
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# 4-toil sequence per the doctor rescue model above.
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j.toils.append(Toil.walk_to(best_patient.tile))
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j.toils.append(Toil.walk_to(best_patient.tile))
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j.toils.append(Toil.rescue(best_patient.get_path()))
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j.toils.append(Toil.rescue(best_patient.get_path()))
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@ -62,6 +62,9 @@ func find_best_for(pawn) -> Job:
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# Skip items another pawn is already carrying.
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# Skip items another pawn is already carrying.
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if item.being_carried:
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if item.being_carried:
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continue
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continue
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# Skip items another pawn has already claimed (target_node = item node).
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if Job.is_target_taken_by_other(item, pawn):
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continue
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# Find the best destination for this item type + priority.
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# Find the best destination for this item type + priority.
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var dest = _find_best_destination_for(item)
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var dest = _find_best_destination_for(item)
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@ -105,6 +108,9 @@ func find_best_for(pawn) -> Job:
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# Skip corpses another pawn is already carrying.
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# Skip corpses another pawn is already carrying.
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if corpse.get_meta("being_carried_corpse", false):
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if corpse.get_meta("being_carried_corpse", false):
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continue
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continue
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# Skip corpses another pawn has already claimed.
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if Job.is_target_taken_by_other(corpse, pawn):
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continue
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var dest = _find_best_destination_for(corpse)
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var dest = _find_best_destination_for(corpse)
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if dest == null:
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if dest == null:
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@ -126,6 +132,9 @@ func find_best_for(pawn) -> Job:
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return null
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return null
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var j := Job.new()
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var j := Job.new()
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# target_node is the item/corpse being picked up — the carry-from side.
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# Other pawns' HaulingProviders read this to avoid double-claiming the same item.
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j.target_node = best_item
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if best_is_corpse:
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if best_is_corpse:
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j.label = "Haul corpse '%s' -> (%d,%d)" % [
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j.label = "Haul corpse '%s' -> (%d,%d)" % [
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best_item.deceased_name,
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best_item.deceased_name,
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@ -14,6 +14,40 @@ var label: String = ""
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var toils: Array[Toil] = []
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var toils: Array[Toil] = []
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var current_toil_index: int = 0
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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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# ── queries ──────────────────────────────────────────────────────────────────
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@ -35,6 +35,8 @@ func find_best_for(pawn) -> Job:
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for rock in World.rocks:
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for rock in World.rocks:
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if not rock.is_mineable():
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if not rock.is_mineable():
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continue
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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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var d: int = abs(rock.tile.x - pawn.tile.x) + abs(rock.tile.y - pawn.tile.y)
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if d < best_dist:
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if d < best_dist:
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best_dist = d
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best_dist = d
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var j := Job.new()
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var j := Job.new()
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j.label = "Mine rock at %s" % best.tile
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j.label = "Mine rock at %s" % best.tile
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j.target_node = best
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j.toils.append(Toil.walk_to(best.tile))
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j.toils.append(Toil.walk_to(best.tile))
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j.toils.append(Toil.interact(best.get_path(), &"on_mine_tick"))
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j.toils.append(Toil.interact(best.get_path(), &"on_mine_tick"))
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return j
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return j
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for crop in World.crops:
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for crop in World.crops:
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if not crop.is_harvestable():
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if not crop.is_harvestable():
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continue
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continue
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if Job.is_target_taken_by_other(crop, pawn):
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continue
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var d: int = abs(crop.tile.x - pawn.tile.x) + abs(crop.tile.y - pawn.tile.y)
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var d: int = abs(crop.tile.x - pawn.tile.x) + abs(crop.tile.y - pawn.tile.y)
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if d < best_dist:
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if d < best_dist:
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best_dist = d
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best_dist = d
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var j := Job.new()
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var j := Job.new()
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j.label = "Harvest %s at %s" % [best.crop_kind, best.tile]
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j.label = "Harvest %s at %s" % [best.crop_kind, best.tile]
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j.target_node = best
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j.toils.append(Toil.walk_to(best.tile))
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j.toils.append(Toil.walk_to(best.tile))
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j.toils.append(Toil.interact(best.get_path(), &"on_harvest_tick"))
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j.toils.append(Toil.interact(best.get_path(), &"on_harvest_tick"))
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return j
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return j
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