Player reported pawns ignoring chop designations. Root cause: ChopProvider/MineProvider iterated World.trees/World.rocks unconditionally — paint set a null sentinel and never touched the entity, so designation was cosmetic only. Pawns auto-chopped nearest unfelled tree. * Added chop_designated: bool to Tree, mine_designated: bool to Rock and BigRock (footprint-aware: paint on any of the 4 footprint cells flags the boulder). Save/load round-trips the flag. * world.gd._on_designation_added 'chop'/'mine' cases now find the entity at the painted tile and flip the flag. _on_designation_cleared inverts. * Boot seed auto-designates SAMPLE_TREES / SAMPLE_ROCKS / SAMPLE_BIG_ROCKS so the cabin demo still produces wood + stone end-to-end without requiring the player to paint first. Also from the same audit (researcher mapped all 11 WorkProviders): * DoctorProvider + EatProvider now pre-check reachability with pathfinder.find_path before issuing a job, mirroring HaulingProvider's pattern. Previously they handed out doomed walks that JobRunner had to cancel, busy-spinning at 20 Hz. Verified end-to-end via MCP runtime: undesignated tree/rock returns null from provider; paint flips the flag and provider returns a chop/mine job; un-paint clears the flag; BigRock footprint paint works on any of the 4 cells. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
56 lines
1.9 KiB
GDScript
56 lines
1.9 KiB
GDScript
class_name ChopProvider extends WorkProvider
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## WorkProvider for the "chop" work category.
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##
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## Scans World.trees for the nearest choppable Tree (Manhattan distance from
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## the requesting pawn) and returns a two-toil Job:
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## walk_to(tree.tile) → interact(tree.get_path(), "on_chop_tick")
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##
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## The INTERACT toil calls Tree.on_chop_tick() once per sim tick; the Tree
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## internally tracks chop_progress and calls fell() when CHOP_TICKS is
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## reached. The toil finishes automatically when is_choppable() returns
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## false (felled) or when the node is freed.
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##
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## Phase 4 simplification: trees do not block pathfinding, so walking directly
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## to tree.tile is valid. No adjacency-offset needed.
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##
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## Duck-typing note: Tree is referenced without class_name (class may not be
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## registered yet when this provider loads). We rely only on:
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## tree.tile: Vector2i
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## tree.is_choppable() -> bool
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## tree.get_path() -> NodePath
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func _init() -> void:
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category = &"chop"
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priority = 5 # Higher than rest (priority 0); scanned before it by Decision.
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## Returns a Job targeting the nearest choppable Tree, or null if none exists.
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## `pawn` is duck-typed: must expose .tile (Vector2i).
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func find_best_for(pawn) -> Job:
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var best = null
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var best_dist: int = 999999
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for tree in World.trees:
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if not tree.is_choppable():
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continue
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# Gate on player designation — pawns don't auto-chop undesignated trees.
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# Boot seed in world.gd auto-designates SAMPLE_TREES so the demo still runs.
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if not tree.chop_designated:
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continue
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if Job.is_target_taken_by_other(tree, pawn):
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continue
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var d: int = abs(tree.tile.x - pawn.tile.x) + abs(tree.tile.y - pawn.tile.y)
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if d < best_dist:
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best_dist = d
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best = tree
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if best == null:
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return null
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var j := Job.new()
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j.label = "Chop tree at %s" % best.tile
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j.target_node = best
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j.toils.append(Toil.walk_to(best.tile))
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j.toils.append(Toil.interact(best.get_path(), &"on_chop_tick"))
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return j
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