Player reported pawns ignoring chop designations. Root cause was a lingering door designation at (36, 27) — painted on the test shed wall, which is pre-built and impassable. ConstructionProvider (priority 6) kept offering the doomed job; Decision picked it over chop (priority 5); JobRunner cancelled the empty walk each tick. Busy-spin starved all elective work. Mirrors the reachability pattern from HaulingProvider / DoctorProvider / EatProvider. For pathing-blocking sites (walls) we probe from an adjacent walkable cell; for other sites (doors / beds / crates / torches) we probe the site tile directly. Unreachable sites are skipped silently so the queue can sit dormant without starving lower-priority work. Verified via MCP: with a deliberately-unreachable door designation in the queue, all three pawns successfully picked up chop jobs. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
111 lines
4.8 KiB
GDScript
111 lines
4.8 KiB
GDScript
class_name ConstructionProvider extends WorkProvider
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## WorkProvider for the "construction" work category.
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##
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## Scans World.build_queue for the nearest buildable site (Wall, Floor, Door,
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## Crate, Workbench — anything exposing is_buildable() / on_build_tick() /
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## tile / label()) and returns a two-toil Job:
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## walk_to(<build_stand_tile>) → build_at(site.get_path())
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##
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## The BUILD toil calls on_build_tick() once per sim tick; the entity internally
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## tracks build_progress and calls _complete() when BUILD_TICKS is reached. The
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## toil finishes automatically when is_buildable() returns false.
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##
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## Phase 5 simplification: materials are infinite — no haul-materials step.
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## Phase 6+ will prepend walk_to(material_pile) + pickup() toils before walk_to(site).
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##
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## Phase 6 fix — wall-trap bug: walls call set_cell_walkable(false) on completion.
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## If the pawn is STANDING ON the wall tile when that fires, the pawn is now
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## on a solid cell and AStarGrid2D refuses to plan any subsequent path. Fix:
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## walls (and any other site that returns true from blocks_pathing_when_complete)
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## are built from an adjacent walkable tile. Floors / Doors / Crates / Workbenches
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## stay walkable after completion, so on-tile building is fine for them.
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##
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## Duck-typing note: build-site entities are referenced without class_name to
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## avoid registration-order issues. We rely only on:
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## site.tile: Vector2i
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## site.is_buildable() -> bool
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## site.label() -> String
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## site.get_path() -> NodePath
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## Optionally:
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## site.blocks_pathing_when_complete() -> bool # if absent, assumed false
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func _init() -> void:
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category = &"construction"
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# Higher than chop (5), mine (4), haul (3), rest (0). Players expect their
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# build orders to be serviced before the pawn goes off to chop trees.
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priority = 6
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## Returns a Job targeting the nearest buildable site, or null if none exists.
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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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var best = null
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var best_dist: int = 999999
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for site in World.build_queue:
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if not site.is_buildable():
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continue
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if Job.is_target_taken_by_other(site, pawn):
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continue
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# Reachability — same pattern as HaulingProvider. Without this gate, an
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# unreachable build site (e.g. a door painted on a tile that already has
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# a pre-built wall) is offered every tick, Decision picks it over lower-
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# priority work like chop, and JobRunner cancels the doomed walk each
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# tick — a busy-spin that starves all elective work. For pathing-blocking
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# sites (walls) we check from an adjacent tile; for others, from the tile.
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var probe_tile: Vector2i = site.tile
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if site.has_method("blocks_pathing_when_complete") and site.blocks_pathing_when_complete():
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probe_tile = _find_adjacent_walkable(site.tile, pawn.tile)
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if probe_tile == site.tile:
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continue # no walkable neighbour at all → boxed-in site, skip silently
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if pawn.tile != probe_tile and World.pathfinder.find_path(pawn.tile, probe_tile).is_empty():
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continue
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var d: int = abs(site.tile.x - pawn.tile.x) + abs(site.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 = site
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if best == null:
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return null
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# Pick where the pawn should stand. For sites that block pathing once built
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# (walls) we route to an adjacent walkable cell; otherwise on-tile is fine.
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var stand_tile: Vector2i = best.tile
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if best.has_method("blocks_pathing_when_complete") and best.blocks_pathing_when_complete():
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stand_tile = _find_adjacent_walkable(best.tile, pawn.tile)
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if stand_tile == best.tile:
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# No walkable neighbour — the site is fully boxed in. Skip and try later.
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Audit.log("construction", "%s build %s at %s has no adjacent stand tile" % [pawn.pawn_name, best.label(), best.tile])
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return null
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var j := Job.new()
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j.label = "Build %s at %s" % [best.label(), best.tile]
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j.target_node = best
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j.toils.append(Toil.walk_to(stand_tile))
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j.toils.append(Toil.build_at(best.get_path()))
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return j
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# ── helpers ─────────────────────────────────────────────────────────────────
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## Finds the 4-neighbour of `target` nearest to `prefer_near` that the pathfinder
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## currently treats as walkable. Returns `target` itself if no walkable neighbour
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## exists (caller treats that as "skip this site").
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func _find_adjacent_walkable(target: Vector2i, prefer_near: Vector2i) -> Vector2i:
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var offsets: Array[Vector2i] = [
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Vector2i(0, -1), Vector2i(1, 0), Vector2i(0, 1), Vector2i(-1, 0),
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]
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var best: Vector2i = target
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var best_dist: int = 999999
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for off in offsets:
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var t: Vector2i = target + off
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if World.pathfinder == null:
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continue
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if not World.pathfinder.is_walkable(t):
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continue
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var d: int = abs(t.x - prefer_near.x) + abs(t.y - prefer_near.y)
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if d < best_dist:
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best_dist = d
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best = t
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return best
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