rimlike/scenes/ai
megaproxy f435c3c467 Hauling/JobRunner: fail unreachable walks; pre-check haul reachability
Two compounding bugs made hauling appear broken when targets were behind
walls. User report: 'i set a stockpile and there is stuff to move' — items
sat indefinitely.

JobRunner._tick_walk treated 'path is empty' (unreachable) by marking the
walk toil done and silently advancing to the next toil. Pickup/deposit
then ran at the pawn's CURRENT tile instead of the intended target —
'Bram pickup: no item at (44, 25)' for an item that lived at (45, 21).
The job 'completed' wrongly. Now an unreachable walk cancel_job()'s,
letting Decision pick something else next tick.

HaulingProvider didn't pre-check reachability before handing out a job.
With the JobRunner fix alone, Decision would have re-picked the same
unreachable haul every tick (busy-spin at 20 Hz). Now the item loop and
corpse loop both skip targets where find_path is empty from pawn.tile.
Cost: ~10 us pathfind per candidate; trivial at MVP scale.

Verified MCP runtime: bread at (45, 21) (reachable) hauled end-to-end to
the stockpile at (15, 62). Bread at (50, 21) (unreachable behind the
cabin wall arrangement) correctly skipped — no job assigned, no busy
spin in the log. Bram completed the haul and picked up his next job
(Harvest wheat) naturally.

Note: the JobRunner unreachable-cancel fix also helps any other provider
whose walk_to leg fails — chop/mine/construction were silently 'finishing'
the same way when targets walled off. They now cancel cleanly too. Their
providers don't yet pre-check reachability, so they could cancel-loop on
unreachable targets if nothing else is queued — left for a followup once
a real case surfaces.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-12 13:58:47 +01:00
..
bill.gd Phase 6 — Recipe / Bill / Workbench / CraftingProvider / Quality / Skills 2026-05-10 23:52:41 +01:00
bill.gd.uid Phase 6 — Recipe / Bill / Workbench / CraftingProvider / Quality / Skills 2026-05-10 23:52:41 +01:00
chop_provider.gd Job: target_node claim so pawns don't cluster on the same target 2026-05-12 13:45:44 +01:00
chop_provider.gd.uid Phase 4 — Trees, Rocks, Items, Stockpiles, Hauling 2026-05-10 21:32:39 +01:00
cleaning_provider.gd Job: target_node claim so pawns don't cluster on the same target 2026-05-12 13:45:44 +01:00
cleaning_provider.gd.uid Phase 13: Rooms + Auto-roof + Beauty + Dirtiness + Cleaning 2026-05-11 17:19:23 +01:00
construction_provider.gd Job: target_node claim so pawns don't cluster on the same target 2026-05-12 13:45:44 +01:00
construction_provider.gd.uid Phase 5 — Designation, BuildJob, Wall/Floor/Door, Crate; 3/4 perspective pivot 2026-05-10 22:11:40 +01:00
crafting_provider.gd Job: target_node claim so pawns don't cluster on the same target 2026-05-12 13:45:44 +01:00
crafting_provider.gd.uid Phase 6 — Recipe / Bill / Workbench / CraftingProvider / Quality / Skills 2026-05-10 23:52:41 +01:00
decision.gd Decision: remove rest from NEEDS_CATEGORIES so work fires before fallback 2026-05-12 13:37:21 +01:00
decision.gd.uid Phase 3 — Decision pipeline + JobRunner + RestProvider + save round-trip 2026-05-10 21:05:50 +01:00
doctor_provider.gd Job: target_node claim so pawns don't cluster on the same target 2026-05-12 13:45:44 +01:00
doctor_provider.gd.uid Phase 9+10: Status/Doctor/Medical bed + Wolves/WolfSpawner 2026-05-11 16:11:36 +01:00
eat_provider.gd Phase 7 — Crops, hunger, eating, cooking chain (grain → flour → bread) 2026-05-11 11:38:47 +01:00
eat_provider.gd.uid Phase 7 — Crops, hunger, eating, cooking chain (grain → flour → bread) 2026-05-11 11:38:47 +01:00
hauling_provider.gd Hauling/JobRunner: fail unreachable walks; pre-check haul reachability 2026-05-12 13:58:47 +01:00
hauling_provider.gd.uid Phase 4 — Trees, Rocks, Items, Stockpiles, Hauling 2026-05-10 21:32:39 +01:00
job.gd Job: target_node claim so pawns don't cluster on the same target 2026-05-12 13:45:44 +01:00
job.gd.uid Phase 3 — Decision pipeline + JobRunner + RestProvider + save round-trip 2026-05-10 21:05:50 +01:00
job_runner.gd Hauling/JobRunner: fail unreachable walks; pre-check haul reachability 2026-05-12 13:58:47 +01:00
job_runner.gd.uid Phase 3 — Decision pipeline + JobRunner + RestProvider + save round-trip 2026-05-10 21:05:50 +01:00
mine_provider.gd Job: target_node claim so pawns don't cluster on the same target 2026-05-12 13:45:44 +01:00
mine_provider.gd.uid Phase 4 — Trees, Rocks, Items, Stockpiles, Hauling 2026-05-10 21:32:39 +01:00
plant_provider.gd Job: target_node claim so pawns don't cluster on the same target 2026-05-12 13:45:44 +01:00
plant_provider.gd.uid Phase 7 — Crops, hunger, eating, cooking chain (grain → flour → bread) 2026-05-11 11:38:47 +01:00
quality.gd Phase 6 — Recipe / Bill / Workbench / CraftingProvider / Quality / Skills 2026-05-10 23:52:41 +01:00
quality.gd.uid Phase 6 — Recipe / Bill / Workbench / CraftingProvider / Quality / Skills 2026-05-10 23:52:41 +01:00
recipe.gd Phase 14: Death + Corpses + Burial + Cremation 2026-05-11 18:48:15 +01:00
recipe.gd.uid Phase 6 — Recipe / Bill / Workbench / CraftingProvider / Quality / Skills 2026-05-10 23:52:41 +01:00
recipe_catalog.gd Phase 14: Death + Corpses + Burial + Cremation 2026-05-11 18:48:15 +01:00
recipe_catalog.gd.uid Phase 6 — Recipe / Bill / Workbench / CraftingProvider / Quality / Skills 2026-05-10 23:52:41 +01:00
rest_provider.gd Phase 3 — Decision pipeline + JobRunner + RestProvider + save round-trip 2026-05-10 21:05:50 +01:00
rest_provider.gd.uid Phase 3 — Decision pipeline + JobRunner + RestProvider + save round-trip 2026-05-10 21:05:50 +01:00
sleep_provider.gd Phase 8 — Beds, sleep need, thoughts, mood, Sulking soft-break 2026-05-11 13:21:15 +01:00
sleep_provider.gd.uid Phase 8 — Beds, sleep need, thoughts, mood, Sulking soft-break 2026-05-11 13:21:15 +01:00
status.gd Phase 12: Seasons + Weather (rolls, rain, storm, wet/cold) 2026-05-11 16:39:34 +01:00
status.gd.uid Phase 9+10: Status/Doctor/Medical bed + Wolves/WolfSpawner 2026-05-11 16:11:36 +01:00
status_catalog.gd Phase 12: Seasons + Weather (rolls, rain, storm, wet/cold) 2026-05-11 16:39:34 +01:00
status_catalog.gd.uid Phase 9+10: Status/Doctor/Medical bed + Wolves/WolfSpawner 2026-05-11 16:11:36 +01:00
thought.gd Phase 8 — Beds, sleep need, thoughts, mood, Sulking soft-break 2026-05-11 13:21:15 +01:00
thought.gd.uid Phase 8 — Beds, sleep need, thoughts, mood, Sulking soft-break 2026-05-11 13:21:15 +01:00
thought_catalog.gd Phase 14: Death + Corpses + Burial + Cremation 2026-05-11 18:48:15 +01:00
thought_catalog.gd.uid Phase 8 — Beds, sleep need, thoughts, mood, Sulking soft-break 2026-05-11 13:21:15 +01:00
toil.gd Phase 14: Death + Corpses + Burial + Cremation 2026-05-11 18:48:15 +01:00
toil.gd.uid Phase 3 — Decision pipeline + JobRunner + RestProvider + save round-trip 2026-05-10 21:05:50 +01:00
wolf_spawner.gd Phase 17: Touch UX (PawnDetail+BuildDrawer+WorkMatrix+AlertsLog+Settings) 2026-05-11 19:45:35 +01:00
wolf_spawner.gd.uid Phase 9+10: Status/Doctor/Medical bed + Wolves/WolfSpawner 2026-05-11 16:11:36 +01:00
work_provider.gd Phase 3 — Decision pipeline + JobRunner + RestProvider + save round-trip 2026-05-10 21:05:50 +01:00
work_provider.gd.uid Phase 3 — Decision pipeline + JobRunner + RestProvider + save round-trip 2026-05-10 21:05:50 +01:00