class_name ChopProvider extends WorkProvider ## WorkProvider for the "chop" work category. ## ## Scans World.trees for the nearest choppable Tree (Manhattan distance from ## the requesting pawn) and returns a two-toil Job: ## walk_to(tree.tile) → interact(tree.get_path(), "on_chop_tick") ## ## The INTERACT toil calls Tree.on_chop_tick() once per sim tick; the Tree ## internally tracks chop_progress and calls fell() when CHOP_TICKS is ## reached. The toil finishes automatically when is_choppable() returns ## false (felled) or when the node is freed. ## ## Phase 4 simplification: trees do not block pathfinding, so walking directly ## to tree.tile is valid. No adjacency-offset needed. ## ## Duck-typing note: Tree is referenced without class_name (class may not be ## registered yet when this provider loads). We rely only on: ## tree.tile: Vector2i ## tree.is_choppable() -> bool ## tree.get_path() -> NodePath func _init() -> void: category = &"chop" priority = 5 # Higher than rest (priority 0); scanned before it by Decision. ## Returns a Job targeting the nearest choppable Tree, or null if none exists. ## `pawn` is duck-typed: must expose .tile (Vector2i). func find_best_for(pawn) -> Job: var best = null var best_dist: int = 999999 for tree in World.trees: if not tree.is_choppable(): continue var d: int = abs(tree.tile.x - pawn.tile.x) + abs(tree.tile.y - pawn.tile.y) if d < best_dist: best_dist = d best = tree if best == null: return null var j := Job.new() j.label = "Chop tree at %s" % best.tile j.toils.append(Toil.walk_to(best.tile)) j.toils.append(Toil.interact(best.get_path(), &"on_chop_tick")) return j