Provider audit found 6 WorkProviders missing reachability gates before returning jobs. Without them, pawns can be offered doomed walk-jobs (target boxed in), JobRunner cancels each tick, Decision re-offers same job → 20Hz busy-spin starves lower-priority work. Fixed 4 here (mechanical pattern): - PlantProvider._find_harvest: walkable-target check (mirrors _find_sow) - SleepProvider: walkable bed-tile check - ChopProvider: adjacent-walkable for impassable tree - MineProvider: adjacent-walkable for impassable rock Cooking/Crafting reachability changes (in the same audit's recommendation) were attempted but caused intermittent null returns that regressed cooking rate. Reverted those — they need more careful work that doesn't break the existing flow. Filed separately. Future cleanup: _find_adjacent_walkable duplicated across ConstructionProvider, ChopProvider — extract to a base/util. MCP-verified after revert: 2 meals + 1 bread + 2 grain in cabin crate within 3700 ticks at ULTRA. Cooking fires, hauling fires, all production paths operational. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
92 lines
3.6 KiB
GDScript
92 lines
3.6 KiB
GDScript
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
|