rimlike/scenes
megaproxy 69a1c0de44 ConstructionProvider: skip unreachable build sites
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>
2026-05-15 15:09:19 +01:00
..
ai ConstructionProvider: skip unreachable build sites 2026-05-15 15:09:19 +01:00
effects Phase 0 scaffold + asset audit findings 2026-05-10 20:09:11 +01:00
entities Chop/mine designation gate + reachability gates on Doctor & Eat 2026-05-15 14:53:50 +01:00
main Phase 17: Touch UX (PawnDetail+BuildDrawer+WorkMatrix+AlertsLog+Settings) 2026-05-11 19:45:35 +01:00
pawn Bug-triage patch — fix torch builds, idle-pawn traps, floor render order 2026-05-15 13:58:15 +01:00
storyteller Phase 17: Touch UX (PawnDetail+BuildDrawer+WorkMatrix+AlertsLog+Settings) 2026-05-11 19:45:35 +01:00
ui Alerts: wire room_too_large, no_stockpile_accepts, bill_blocked 2026-05-12 13:16:25 +01:00
world Chop/mine designation gate + reachability gates on Doctor & Eat 2026-05-15 14:53:50 +01:00