class_name DoctorProvider extends WorkProvider ## WorkProvider for the Doctor work category. Slots into the 5-layer pawn AI ## (Decision → WorkProvider → Job + JobRunner) at priority 9 — above sleep (8) ## so able-bodied doctors volunteer for rescue before their own rest. ## Phase 17 will expose this via the work-priority matrix so the player can ## set individual pawns to Doctor=Off. ## ## Rescue model (Phase 9): ## A doctor pawn picks the nearest downed pawn that has no doctor already ## assigned to them. The job is a 4-toil sequence: ## 1. walk_to(patient.tile) — doctor walks to the downed pawn ## 2. rescue(patient_path) — single-tick marker (doctor "arrived") ## 3. walk_to(medical_bed.tile)— doctor walks to the nearest medical bed ## 4. treat(patient_path) — multi-tick: snap patient to bed, heal until ## HP ≥ 50 AND not bleeding, or 600-tick timeout ## ## Phase 9 simplification: the patient is teleported to the bed on the first ## tick of the treat toil (no carry visual). Phase 17 may add a proper carry ## animation and render the patient following the doctor during the walk. ## ## Bed preference: medical beds (is_medical=true) over regular beds. ## Fallback: any available bed if no medical bed exists. ## Hard fail: if no bed is available at all, the job is not issued and ## Audit.log records the skip so the developer can see the bottleneck. ## ## Pawn and Bed are intentionally duck-typed to avoid the class_name ## registration-order trap documented in Phase 2/3. ## ## docs/architecture.md "Doctor work — Downed priority" ## docs/design.md "Downed & death" func _init() -> void: category = &"doctor" # Priority 9 > sleep (8) > eat (7) > construction (6) > … # Above sleep: saving a downed pawn beats the doctor's personal rest need. # Phase 17 may let the player tune this per-pawn via the work-priority matrix. priority = 9 # ── WorkProvider override ───────────────────────────────────────────────────── ## Returns a 4-toil rescue Job for `pawn`, or null if there is nothing to do. ## ## `pawn` is duck-typed: must expose .is_downed(), .carried_item, .tile, ## .pawn_name, and .get_path(). func find_best_for(pawn) -> Job: # Downed pawns can't doctor (Decision Layer 1 also blocks them via # is_incapacitated(); this guard is belt-and-suspenders). if pawn.has_method("is_downed") and pawn.is_downed(): return null # Don't interrupt an active carry — finish hauling first. if pawn.carried_item != null: return null # Find the nearest downed pawn that isn't this pawn and has no other doctor # already assigned (prevents two doctors converging on one wounded pawn). var best_patient = null var best_dist: int = 999999 for p in World.pawns: if not p.has_method("is_downed") or not p.is_downed(): continue if p == pawn: continue if Job.is_target_taken_by_other(p, pawn): continue # Reachability — same pattern as HaulingProvider. Skip patients we # can't path to instead of issuing a doomed walk that JobRunner cancels. if pawn.tile != p.tile and World.pathfinder.find_path(pawn.tile, p.tile).is_empty(): continue var d: int = abs(p.tile.x - pawn.tile.x) + abs(p.tile.y - pawn.tile.y) if d < best_dist: best_dist = d best_patient = p if best_patient == null: return null # Find the nearest available medical bed (preferred) or any available bed. var medical_bed = _find_best_bed() if medical_bed == null: Audit.log( "doctor", "%s: no bed available for %s — rescue skipped" % [pawn.pawn_name, best_patient.pawn_name] ) return null var j := Job.new() j.label = "Rescue %s → bed at %s" % [best_patient.pawn_name, medical_bed.tile] j.target_node = best_patient # 4-toil sequence per the doctor rescue model above. j.toils.append(Toil.walk_to(best_patient.tile)) j.toils.append(Toil.rescue(best_patient.get_path())) j.toils.append(Toil.walk_to(medical_bed.tile)) j.toils.append(Toil.treat(best_patient.get_path())) return j # ── helpers ─────────────────────────────────────────────────────────────────── ## Returns the best available bed for medical treatment. ## Prefers beds with is_medical=true; falls back to any available bed. ## Returns null when no bed is available at all. func _find_best_bed(): # First pass: look for a medical bed. for bed in World.beds: if not bed.is_available(): continue if bed.get("is_medical") == true: return bed # Second pass: accept any available bed if no medical bed was found. for bed in World.beds: if bed.is_available(): return bed return null