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>
52 lines
1.7 KiB
GDScript
52 lines
1.7 KiB
GDScript
class_name ChopProvider extends WorkProvider
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## WorkProvider for the "chop" work category.
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##
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## Scans World.trees for the nearest choppable Tree (Manhattan distance from
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## the requesting pawn) and returns a two-toil Job:
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## walk_to(tree.tile) → interact(tree.get_path(), "on_chop_tick")
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##
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## The INTERACT toil calls Tree.on_chop_tick() once per sim tick; the Tree
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## internally tracks chop_progress and calls fell() when CHOP_TICKS is
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## reached. The toil finishes automatically when is_choppable() returns
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## false (felled) or when the node is freed.
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##
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## Phase 4 simplification: trees do not block pathfinding, so walking directly
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## to tree.tile is valid. No adjacency-offset needed.
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##
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## Duck-typing note: Tree is referenced without class_name (class may not be
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## registered yet when this provider loads). We rely only on:
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## tree.tile: Vector2i
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## tree.is_choppable() -> bool
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## tree.get_path() -> NodePath
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func _init() -> void:
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category = &"chop"
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priority = 5 # Higher than rest (priority 0); scanned before it by Decision.
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## Returns a Job targeting the nearest choppable Tree, 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 tree in World.trees:
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if not tree.is_choppable():
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continue
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if Job.is_target_taken_by_other(tree, pawn):
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continue
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var d: int = abs(tree.tile.x - pawn.tile.x) + abs(tree.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 = tree
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if best == null:
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return null
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var j := Job.new()
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j.label = "Chop tree at %s" % best.tile
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j.target_node = best
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j.toils.append(Toil.walk_to(best.tile))
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j.toils.append(Toil.interact(best.get_path(), &"on_chop_tick"))
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return j
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