class_name PlantProvider extends WorkProvider ## WorkProvider for the "plant" work category. ## ## Scans World.crops for harvestable (READY) or sowable (TILLED) crops and ## returns the nearest suitable Job for the requesting pawn. ## ## Priority within plant work: harvest > sow. ## A READY crop is always preferred over a TILLED one — getting food off the ## plants before it is exposed to weather events matters more than replanting. ## ## The returned Job is a two-toil sequence: ## walk_to(crop.tile) → interact(crop.get_path(), "on_harvest_tick" | "on_sow_tick") ## ## The INTERACT toil calls the action method once per sim tick. Both actions ## complete in a single tick; the done-check in JobRunner._tick_interact fires ## after the call when is_harvestable() / is_sowable() returns false. ## ## Duck-typing note: Crop is referenced without explicit typing to avoid ## class_name registration-order issues at boot. We rely only on: ## crop.tile: Vector2i ## crop.is_harvestable() -> bool ## crop.is_sowable() -> bool ## crop.get_path() -> NodePath ## crop.crop_kind: StringName func _init() -> void: category = &"plant" # Above crafting (4) so READY crops get harvested before pawns disappear # into plank-crafting loops while wheat rots. Same tier as chop (5). priority = 5 ## Returns a Job targeting the nearest READY crop, or null when none are ready. ## `pawn` is duck-typed: must expose .tile (Vector2i). ## ## Phase 7 scope: harvest only. Sow work returns null (would loop infinitely ## with harvest at the same priority — pawns would never craft / cook). ## Phase 17 will add a separate SowProvider at a lower priority or expose ## sow as a player-designation flow. func find_best_for(pawn) -> Job: var best = null var best_dist: int = 999999 for crop in World.crops: if not crop.is_harvestable(): continue if Job.is_target_taken_by_other(crop, pawn): continue var d: int = abs(crop.tile.x - pawn.tile.x) + abs(crop.tile.y - pawn.tile.y) if d < best_dist: best_dist = d best = crop if best == null: return null var j := Job.new() j.label = "Harvest %s at %s" % [best.crop_kind, best.tile] j.target_node = best j.toils.append(Toil.walk_to(best.tile)) j.toils.append(Toil.interact(best.get_path(), &"on_harvest_tick")) return j