class_name MineProvider extends WorkProvider ## WorkProvider for the "mine" work category. ## ## Scans World.rocks for the nearest mineable Rock (Manhattan distance from ## the requesting pawn) and returns a two-toil Job: ## walk_to(rock.tile) → interact(rock.get_path(), "on_mine_tick") ## ## The INTERACT toil calls Rock.on_mine_tick() once per sim tick; the Rock ## internally tracks mine_progress and handles removal when MINE_TICKS is ## reached. The toil finishes automatically when is_mineable() returns ## false (exhausted) or when the node is freed. ## ## Phase 4 simplification: rocks are assumed walkable during mining approach ## (they may block movement in a later phase once obstruction is added to the ## pathfinder). ## ## Duck-typing note: Rock is referenced without class_name (class may not be ## registered yet when this provider loads). World.rocks may also hold BigRock ## instances; both expose the same interface so we just iterate the array: ## rock.tile: Vector2i — for distance scoring ## rock.is_mineable() -> bool ## rock.approach_tile_for(pawn_tile) -> Vector2i — walk destination ## rock.get_path() -> NodePath func _init() -> void: category = &"mine" priority = 4 # Slightly lower than chop (5); both higher than rest (0). ## Returns a Job targeting the nearest mineable Rock, 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 rock in World.rocks: if not rock.is_mineable(): continue # Gate on player designation — pawns don't auto-mine undesignated rocks. # Boot seed in world.gd auto-designates SAMPLE_ROCKS so the demo still runs. if not rock.mine_designated: continue if Job.is_target_taken_by_other(rock, pawn): continue var d: int = abs(rock.tile.x - pawn.tile.x) + abs(rock.tile.y - pawn.tile.y) if d < best_dist: best_dist = d best = rock if best == null: return null var j := Job.new() j.label = "Mine rock at %s" % best.tile j.target_node = best # Ask the entity where the pawn should stand. Single rocks return their own # tile (walkable). BigRocks return a perimeter tile so the pawn doesn't try # to pathfind into the blocked 2×2 footprint. var walk_tile: Vector2i = ( best.approach_tile_for(pawn.tile) if best.has_method("approach_tile_for") else best.tile ) j.toils.append(Toil.walk_to(walk_tile)) j.toils.append(Toil.interact(best.get_path(), &"on_mine_tick")) return j