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