rimlike/scenes/ai/plant_provider.gd
megaproxy 16e04e46f0 add reachability pre-checks to plant/sleep/chop/mine
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>
2026-05-17 20:20:35 +01:00

115 lines
4.3 KiB
GDScript

class_name PlantProvider extends WorkProvider
## WorkProvider for the "plant" work category.
##
## Scans World.crops for harvestable (READY) or sowable (TILLED) crops and
## returns the nearest suitable Job for the requesting pawn.
##
## Priority within plant work: harvest > sow.
## A READY crop is always preferred over a TILLED one — getting food off the
## plants before it is exposed to weather events matters more than replanting.
## Harvest is checked first; sow is only attempted when no harvest work exists.
##
## Harvest Job (two toils):
## walk_to(crop.tile) → interact(crop.get_path(), "on_harvest_tick")
##
## Sow Job (two toils — no seed cost, Rimworld-style):
## walk_to(crop.tile) → interact(crop.get_path(), "on_sow_tick")
## The designation alone triggers work; no grain is consumed. on_sow_tick()
## flips the crop from TILLED → SOWN so growth begins on the next sim tick.
##
## The INTERACT toil calls the action method once per sim tick. Both actions
## complete in a single tick; the done-check in JobRunner._tick_interact fires
## after the call when is_harvestable() / is_sowable() returns false.
##
## Duck-typing note: Crop is referenced without explicit typing to avoid
## class_name registration-order issues at boot. We rely only on:
## crop.tile: Vector2i
## crop.is_harvestable() -> bool
## crop.is_sowable() -> bool
## crop.get_path() -> NodePath
## crop.crop_kind: StringName
func _init() -> void:
category = &"plant"
# Above crafting (4) so READY crops get harvested before pawns disappear
# into plank-crafting loops while wheat rots. Same tier as chop (5).
priority = 5
## Returns the nearest READY-harvest Job, or — when none exist — the nearest
## sow Job, or null when no plant work is available.
## `pawn` is duck-typed: must expose .tile (Vector2i).
func find_best_for(pawn) -> Job:
# ── 1. Harvest pass — always wins over sow ───────────────────────────────
var j := _find_harvest(pawn)
if j != null:
return j
# ── 2. Sow pass — only if no harvest work exists ─────────────────────────
return _find_sow(pawn)
# ── private helpers ───────────────────────────────────────────────────────────
## Scan World.crops for the nearest harvestable (READY) crop and build a job.
## Returns null when nothing is ready.
func _find_harvest(pawn) -> Job:
var best = null
var best_dist: int = 999999
for crop in World.crops:
if not crop.is_harvestable():
continue
if Job.is_target_taken_by_other(crop, pawn):
continue
# Reachability pre-check — mirrors _find_sow / HaulingProvider pattern.
if pawn.tile != crop.tile and World.pathfinder != null:
if World.pathfinder.find_path(pawn.tile, crop.tile).is_empty():
continue
var d: int = abs(crop.tile.x - pawn.tile.x) + abs(crop.tile.y - pawn.tile.y)
if d < best_dist:
best_dist = d
best = crop
if best == null:
return null
var j := Job.new()
j.label = "Harvest %s at %s" % [best.crop_kind, best.tile]
j.target_node = best
j.toils.append(Toil.walk_to(best.tile))
j.toils.append(Toil.interact(best.get_path(), &"on_harvest_tick"))
return j
## Scan World.crops for the nearest sowable (TILLED) crop and build a 2-toil
## sow job. No seed item is consumed — sow is a free designation (Rimworld-style).
## Returns null when no sowable crop is reachable.
func _find_sow(pawn) -> Job:
var best_crop = null
var best_crop_dist: int = 999999
for crop in World.crops:
if not crop.is_sowable():
continue
if Job.is_target_taken_by_other(crop, pawn):
continue
# Reachability pre-check — mirrors HaulingProvider / EatProvider pattern.
if pawn.tile != crop.tile and World.pathfinder != null:
if World.pathfinder.find_path(pawn.tile, crop.tile).is_empty():
continue
var d: int = abs(crop.tile.x - pawn.tile.x) + abs(crop.tile.y - pawn.tile.y)
if d < best_crop_dist:
best_crop_dist = d
best_crop = crop
if best_crop == null:
return null
var j := Job.new()
j.label = "Sow %s at %s" % [best_crop.crop_kind, best_crop.tile]
j.target_node = best_crop
j.toils.append(Toil.walk_to(best_crop.tile))
j.toils.append(Toil.interact(best_crop.get_path(), &"on_sow_tick"))
return j