Provider audit found 6 WorkProviders missing reachability gates before
returning jobs. Without them, pawns can be offered doomed walk-jobs
(target boxed in), JobRunner cancels each tick, Decision re-offers
same job → 20Hz busy-spin starves lower-priority work.
Fixed 4 here (mechanical pattern):
- PlantProvider._find_harvest: walkable-target check (mirrors _find_sow)
- SleepProvider: walkable bed-tile check
- ChopProvider: adjacent-walkable for impassable tree
- MineProvider: adjacent-walkable for impassable rock
Cooking/Crafting reachability changes (in the same audit's
recommendation) were attempted but caused intermittent null returns
that regressed cooking rate. Reverted those — they need more careful
work that doesn't break the existing flow. Filed separately.
Future cleanup: _find_adjacent_walkable duplicated across
ConstructionProvider, ChopProvider — extract to a base/util.
MCP-verified after revert: 2 meals + 1 bread + 2 grain in cabin crate
within 3700 ticks at ULTRA. Cooking fires, hauling fires, all
production paths operational.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
L: SleepProvider.find_best_for filters bed candidates via the existing
Job.is_target_taken_by_other mechanism that ConstructionProvider
already uses. Sets j.target_node = best_bed on the proposed job so
other pawns see the claim.
Fixes the 2/3-pawns-floor-sleep symptom (memory.md 2026-05-11) caused
by greedy nearest-neighbor convergence. The bed.claim() mechanism was
already race-free; this just prevents simultaneous proposals on the
same bed.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>