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. ## ## Reachability: trees are impassable, so the pawn stands at a walkable tile ## adjacent to the tree. A reachability pre-check on that adjacent tile prevents ## a busy-spin when all approach tiles are blocked. ## ## 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 # Gate on player designation — pawns don't auto-chop undesignated trees. # Boot seed in world.gd auto-designates SAMPLE_TREES so the demo still runs. if not tree.chop_designated: continue if Job.is_target_taken_by_other(tree, pawn): continue # Reachability pre-check — trees are impassable, pawn approaches from adjacent # tile. Mirrors ConstructionProvider Pattern B. Skip if no walkable neighbour # exists or none is reachable. var approach: Vector2i = _find_adjacent_walkable(tree.tile, pawn.tile) if approach == tree.tile: continue # no walkable neighbour at all if pawn.tile != approach and World.pathfinder.find_path(pawn.tile, approach).is_empty(): 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.target_node = best # Walk to adjacent walkable tile — trees are impassable. var stand_tile: Vector2i = _find_adjacent_walkable(best.tile, pawn.tile) j.toils.append(Toil.walk_to(stand_tile)) j.toils.append(Toil.interact(best.get_path(), &"on_chop_tick")) return j # ── helpers ────────────────────────────────────────────────────────────────── ## Finds the 4-neighbour of `target` nearest to `prefer_near` that the pathfinder ## currently treats as walkable. Returns `target` itself if no walkable neighbour ## exists (caller treats that as "no approach available"). ## Mirrors ConstructionProvider._find_adjacent_walkable. func _find_adjacent_walkable(target: Vector2i, prefer_near: Vector2i) -> Vector2i: var offsets: Array[Vector2i] = [ Vector2i(0, -1), Vector2i(1, 0), Vector2i(0, 1), Vector2i(-1, 0), ] var best: Vector2i = target var best_dist: int = 999999 for off in offsets: var t: Vector2i = target + off if World.pathfinder == null: continue if not World.pathfinder.is_walkable(t): continue var d: int = abs(t.x - prefer_near.x) + abs(t.y - prefer_near.y) if d < best_dist: best_dist = d best = t return best