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>
71 lines
2.5 KiB
GDScript
71 lines
2.5 KiB
GDScript
class_name CleaningProvider extends WorkProvider
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## Phase 13 — WorkProvider for the Cleaning work category.
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##
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## Priority 2: fires when there is nothing more productive to do
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## (below hauling=3, above rest=0).
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##
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## make_job / find_best_for logic:
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## Scan DirtinessSystem.dirt_map for tiles with dirt >= DIRTY_THRESHOLD.
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## Pick the nearest to the pawn by Manhattan distance.
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## Build a 2-toil job: walk_to(tile) → kind_clean(tile).
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##
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## There is no Cleaning skill yet (Phase 17+ skill matrix). The clean toil
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## takes a flat CLEAN_TICKS sim ticks to reduce dirt from any level to 0.
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##
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## JobRunner._tick_clean reduces DirtinessSystem.dirt_at(tile) by
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## DIRT_REDUCTION_PER_TICK each sim tick until dirt <= 0.
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##
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## Audit.log fires on job start and on toil completion (via JobRunner).
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## Dirt level at or above which a tile is worth cleaning.
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const DIRTY_THRESHOLD: float = 25.0
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## Base number of sim ticks to clean a tile from any level to 0.
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## No skill modifier for now; Phase 17 wires skill × speed.
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const CLEAN_TICKS: int = 40
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func _init() -> void:
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category = &"clean"
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priority = 2
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# ── WorkProvider override ─────────────────────────────────────────────────────
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## Returns a cleaning Job for `pawn`, or null if no dirty tiles exist.
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## Picks the tile closest to `pawn` (Manhattan distance) with dirt >= DIRTY_THRESHOLD.
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func find_best_for(pawn) -> Job:
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# Safety — dirtiness system may not be wired yet (Agent A rooms arrive slightly later).
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if World.get("dirtiness_system") == null:
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return null
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var ds = World.dirtiness_system
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if ds == null:
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return null
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var best_tile: Vector2i = Vector2i(-1, -1)
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var best_dist: int = 999999
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for tile in ds.dirt_map.keys():
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var dirt_val: float = float(ds.dirt_map[tile])
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if dirt_val < DIRTY_THRESHOLD:
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continue
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# target_node stores the Vector2i tile coordinate (field is untyped — accepts
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# non-Node values). Dirty tiles have no scene Node; the tile position itself
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# is the unique claim key.
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if Job.is_target_taken_by_other(tile, pawn):
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continue
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var d: int = abs(tile.x - pawn.tile.x) + abs(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_tile = tile
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if best_tile == Vector2i(-1, -1):
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return null
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var j := Job.new()
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j.label = "Clean (%d,%d)" % [best_tile.x, best_tile.y]
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j.target_node = best_tile
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j.toils.append(Toil.walk_to(best_tile))
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j.toils.append(Toil.clean_at(best_tile))
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return j
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