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 (four toils): ## walk_to(grain_item.tile) → pickup → walk_to(crop.tile) ## → interact(crop.get_path(), "on_sow_tick") ## The grain item is consumed by the INTERACT completion (on_sow_tick does ## the stage transition; the pawn's carried item is cleared by the provider ## by queuing a DROP toil after interact, or — simpler — on_sow_tick itself ## does not free the item, so we add a consume step here). ## ## Seed item: Item.TYPE_GRAIN (&"grain") — universal MVP seed for all crop kinds. ## Wheat/corn already produce grain on harvest. Potato/strawberry accept grain ## as seed in the same way (MVP simplification noted in design.md). ## ## 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 ───────────────────────── # Pawn must not already be carrying something (no double-carry). if pawn.carried_item != null: return null 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 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, find a reachable ## grain item to use as seed, and build a 4-toil sow job. ## Returns null when no sowable tile or no grain exists. func _find_sow(pawn) -> Job: # Find the nearest sowable crop the pawn can reach. 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 # Find the nearest free grain item in the world. var best_grain = null var best_grain_dist: int = 999999 for it in World.items: if it.item_type != Item.TYPE_GRAIN: continue if it.being_carried: continue # Reachability pre-check for the grain item too. if pawn.tile != it.tile and World.pathfinder != null: if World.pathfinder.find_path(pawn.tile, it.tile).is_empty(): continue var d: int = abs(it.tile.x - pawn.tile.x) + abs(it.tile.y - pawn.tile.y) if d < best_grain_dist: best_grain_dist = d best_grain = it if best_grain == 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 # Walk to the grain, pick it up, walk to the crop tile, sow. # on_sow_tick() transitions the crop TILLED → SOWN; after the interact toil # the pawn still carries the consumed grain. A trailing DROP toil deposits # it at the pawn's current tile (which is the crop tile); the item simply # falls on the ground and HaulingProvider re-hauls it. This is intentional # MVP behaviour — the player sees the seed "planted" and any excess grain is # returned to the floor for hauling. A future refinement can consume it # outright by adding a CONSUME toil kind to JobRunner. j.toils.append(Toil.walk_to(best_grain.tile)) j.toils.append(Toil.pickup()) j.toils.append(Toil.walk_to(best_crop.tile)) j.toils.append(Toil.interact(best_crop.get_path(), &"on_sow_tick")) # Deposit the consumed grain at the crop tile so HaulingProvider can route # it back to a stockpile. MVP simplification: the seed is not destroyed on # sow — it becomes a floor item. A future CONSUME toil kind in JobRunner # would burn the item in-place without spawning a floor stack. j.toils.append(Toil.deposit()) return j