Hauling/JobRunner: fail unreachable walks; pre-check haul reachability
Two compounding bugs made hauling appear broken when targets were behind walls. User report: 'i set a stockpile and there is stuff to move' — items sat indefinitely. JobRunner._tick_walk treated 'path is empty' (unreachable) by marking the walk toil done and silently advancing to the next toil. Pickup/deposit then ran at the pawn's CURRENT tile instead of the intended target — 'Bram pickup: no item at (44, 25)' for an item that lived at (45, 21). The job 'completed' wrongly. Now an unreachable walk cancel_job()'s, letting Decision pick something else next tick. HaulingProvider didn't pre-check reachability before handing out a job. With the JobRunner fix alone, Decision would have re-picked the same unreachable haul every tick (busy-spin at 20 Hz). Now the item loop and corpse loop both skip targets where find_path is empty from pawn.tile. Cost: ~10 us pathfind per candidate; trivial at MVP scale. Verified MCP runtime: bread at (45, 21) (reachable) hauled end-to-end to the stockpile at (15, 62). Bread at (50, 21) (unreachable behind the cabin wall arrangement) correctly skipped — no job assigned, no busy spin in the log. Bram completed the haul and picked up his next job (Harvest wheat) naturally. Note: the JobRunner unreachable-cancel fix also helps any other provider whose walk_to leg fails — chop/mine/construction were silently 'finishing' the same way when targets walled off. They now cancel cleanly too. Their providers don't yet pre-check reachability, so they could cancel-loop on unreachable targets if nothing else is queued — left for a followup once a real case surfaces. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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2 changed files with 16 additions and 2 deletions
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@ -65,6 +65,12 @@ func find_best_for(pawn) -> Job:
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# Skip items another pawn has already claimed (target_node = item node).
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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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if Job.is_target_taken_by_other(item, pawn):
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continue
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continue
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# Reachability gate — don't hand out a haul this pawn can't path to.
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# Without this, JobRunner cancels the job on the walk toil and Decision
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# reassigns it next tick, busy-spinning at 20 Hz with no progress.
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# Pre-check is O(pathfinder.find_path) ~10 μs; cheap at MVP scale.
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if pawn.tile != item.tile and World.pathfinder.find_path(pawn.tile, item.tile).is_empty():
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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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@ -111,6 +117,9 @@ func find_best_for(pawn) -> Job:
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# Skip corpses another pawn has already claimed.
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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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if Job.is_target_taken_by_other(corpse, pawn):
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continue
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continue
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# Reachability gate — same rationale as the item loop above.
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if pawn.tile != corpse.tile and World.pathfinder.find_path(pawn.tile, corpse.tile).is_empty():
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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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@ -179,11 +179,16 @@ func _tick_walk(t) -> void:
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return
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return
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var path: Array[Vector2i] = pathfinder.find_path(pawn.tile, dest)
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var path: Array[Vector2i] = pathfinder.find_path(pawn.tile, dest)
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if path.is_empty():
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if path.is_empty():
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# Unreachable — abort the entire job so Decision can pick something
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# else next tick. Previously this marked the walk toil done and the
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# subsequent toils (pickup, deposit, etc.) ran at the wrong tile,
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# making haul/pickup silently fail with "no item at <pawn.tile>".
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Audit.log(
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Audit.log(
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"job_runner",
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"job_runner",
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"%s unreachable: %s → %s" % [pawn.pawn_name, pawn.tile, dest]
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"%s unreachable: %s → %s (canceling job '%s')" %
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[pawn.pawn_name, pawn.tile, dest, job.label]
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)
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)
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t.done = true
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cancel_job()
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return
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return
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pawn.walk_along_path(path)
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pawn.walk_along_path(path)
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t.data["started"] = true
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t.data["started"] = true
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