Visible bug: with 1 wall ghost queued, all 3 pawns picked the same site; 2 stood idle while 1 built. Same shape would affect chop/mine/haul/etc. Design: Job carries an untyped target_node ref (the tree/rock/build-site/ crop/item/patient/workbench/etc the job is acting on). Job.is_target_taken_ by_other(target, excluding_pawn) does an O(pawns) scan of live job state to ask 'is anyone else already working this?'. Each WorkProvider's find_best_ for() now skips claimed targets in its scan and sets j.target_node before returning. No per-entity claim state, no .claim()/.release() bookkeeping, no save-format change — target_node is intentionally not serialized because pawns re-decide and re-bind naturally after load. Providers updated: construction / chop / mine / plant (harvest path) / hauling (item AND corpse) / cleaning (target is Vector2i tile not Node; field is untyped, doc'd) / doctor / crafting (workbench). Not touched: rest (everyone shares the rest tile, that's fine), eat / sleep (food and beds have their own availability gates; flagged as a followup if multi-pawn food contention surfaces). Verified MCP runtime: fresh boot, 3 pawns picked 3 distinct wall sites (44,28)/(45,28)/(44,27) with distinct target_node refs. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
53 lines
1.8 KiB
GDScript
53 lines
1.8 KiB
GDScript
class_name MineProvider extends WorkProvider
|
|
## WorkProvider for the "mine" work category.
|
|
##
|
|
## Scans World.rocks for the nearest mineable Rock (Manhattan distance from
|
|
## the requesting pawn) and returns a two-toil Job:
|
|
## walk_to(rock.tile) → interact(rock.get_path(), "on_mine_tick")
|
|
##
|
|
## The INTERACT toil calls Rock.on_mine_tick() once per sim tick; the Rock
|
|
## internally tracks mine_progress and handles removal when MINE_TICKS is
|
|
## reached. The toil finishes automatically when is_mineable() returns
|
|
## false (exhausted) or when the node is freed.
|
|
##
|
|
## Phase 4 simplification: rocks are assumed walkable during mining approach
|
|
## (they may block movement in a later phase once obstruction is added to the
|
|
## pathfinder).
|
|
##
|
|
## Duck-typing note: Rock is referenced without class_name (class may not be
|
|
## registered yet when this provider loads). We rely only on:
|
|
## rock.tile: Vector2i
|
|
## rock.is_mineable() -> bool
|
|
## rock.get_path() -> NodePath
|
|
|
|
|
|
func _init() -> void:
|
|
category = &"mine"
|
|
priority = 4 # Slightly lower than chop (5); both higher than rest (0).
|
|
|
|
|
|
## Returns a Job targeting the nearest mineable Rock, 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 rock in World.rocks:
|
|
if not rock.is_mineable():
|
|
continue
|
|
if Job.is_target_taken_by_other(rock, pawn):
|
|
continue
|
|
var d: int = abs(rock.tile.x - pawn.tile.x) + abs(rock.tile.y - pawn.tile.y)
|
|
if d < best_dist:
|
|
best_dist = d
|
|
best = rock
|
|
|
|
if best == null:
|
|
return null
|
|
|
|
var j := Job.new()
|
|
j.label = "Mine rock at %s" % best.tile
|
|
j.target_node = best
|
|
j.toils.append(Toil.walk_to(best.tile))
|
|
j.toils.append(Toil.interact(best.get_path(), &"on_mine_tick"))
|
|
return j
|