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. ## Harvest is checked first; sow is only attempted when no harvest work exists. ## ## Harvest Job (two toils): ## walk_to(crop.tile) → interact(crop.get_path(), "on_harvest_tick") ## ## Sow Job (two toils — no seed cost, Rimworld-style): ## walk_to(crop.tile) → interact(crop.get_path(), "on_sow_tick") ## The designation alone triggers work; no grain is consumed. on_sow_tick() ## flips the crop from TILLED → SOWN so growth begins on the next sim 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 the nearest READY-harvest Job, or — when none exist — the nearest ## sow Job, or null when no plant work is available. ## `pawn` is duck-typed: must expose .tile (Vector2i). func find_best_for(pawn) -> Job: # ── 1. Harvest pass — always wins over sow ─────────────────────────────── var j := _find_harvest(pawn) if j != null: return j # ── 2. Sow pass — only if no harvest work exists ───────────────────────── return _find_sow(pawn) # ── private helpers ─────────────────────────────────────────────────────────── ## Scan World.crops for the nearest harvestable (READY) crop and build a job. ## Returns null when nothing is ready. func _find_harvest(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 # Reachability pre-check — mirrors _find_sow / HaulingProvider pattern. if pawn.tile != crop.tile and World.pathfinder != null: if World.pathfinder.find_path(pawn.tile, crop.tile).is_empty(): 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 ## Scan World.crops for the nearest sowable (TILLED) crop and build a 2-toil ## sow job. No seed item is consumed — sow is a free designation (Rimworld-style). ## Returns null when no sowable crop is reachable. func _find_sow(pawn) -> Job: var best_crop = null var best_crop_dist: int = 999999 for crop in World.crops: if not crop.is_sowable(): continue if Job.is_target_taken_by_other(crop, pawn): continue # Reachability pre-check — mirrors HaulingProvider / EatProvider pattern. if pawn.tile != crop.tile and World.pathfinder != null: if World.pathfinder.find_path(pawn.tile, crop.tile).is_empty(): continue var d: int = abs(crop.tile.x - pawn.tile.x) + abs(crop.tile.y - pawn.tile.y) if d < best_crop_dist: best_crop_dist = d best_crop = crop if best_crop == null: return null var j := Job.new() j.label = "Sow %s at %s" % [best_crop.crop_kind, best_crop.tile] j.target_node = best_crop j.toils.append(Toil.walk_to(best_crop.tile)) j.toils.append(Toil.interact(best_crop.get_path(), &"on_sow_tick")) return j