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>
112 lines
4.5 KiB
GDScript
112 lines
4.5 KiB
GDScript
class_name DoctorProvider extends WorkProvider
|
|
## WorkProvider for the Doctor work category. Slots into the 5-layer pawn AI
|
|
## (Decision → WorkProvider → Job + JobRunner) at priority 9 — above sleep (8)
|
|
## so able-bodied doctors volunteer for rescue before their own rest.
|
|
## Phase 17 will expose this via the work-priority matrix so the player can
|
|
## set individual pawns to Doctor=Off.
|
|
##
|
|
## Rescue model (Phase 9):
|
|
## A doctor pawn picks the nearest downed pawn that has no doctor already
|
|
## assigned to them. The job is a 4-toil sequence:
|
|
## 1. walk_to(patient.tile) — doctor walks to the downed pawn
|
|
## 2. rescue(patient_path) — single-tick marker (doctor "arrived")
|
|
## 3. walk_to(medical_bed.tile)— doctor walks to the nearest medical bed
|
|
## 4. treat(patient_path) — multi-tick: snap patient to bed, heal until
|
|
## HP ≥ 50 AND not bleeding, or 600-tick timeout
|
|
##
|
|
## Phase 9 simplification: the patient is teleported to the bed on the first
|
|
## tick of the treat toil (no carry visual). Phase 17 may add a proper carry
|
|
## animation and render the patient following the doctor during the walk.
|
|
##
|
|
## Bed preference: medical beds (is_medical=true) over regular beds.
|
|
## Fallback: any available bed if no medical bed exists.
|
|
## Hard fail: if no bed is available at all, the job is not issued and
|
|
## Audit.log records the skip so the developer can see the bottleneck.
|
|
##
|
|
## Pawn and Bed are intentionally duck-typed to avoid the class_name
|
|
## registration-order trap documented in Phase 2/3.
|
|
##
|
|
## docs/architecture.md "Doctor work — Downed priority"
|
|
## docs/design.md "Downed & death"
|
|
|
|
|
|
func _init() -> void:
|
|
category = &"doctor"
|
|
# Priority 9 > sleep (8) > eat (7) > construction (6) > …
|
|
# Above sleep: saving a downed pawn beats the doctor's personal rest need.
|
|
# Phase 17 may let the player tune this per-pawn via the work-priority matrix.
|
|
priority = 9
|
|
|
|
|
|
# ── WorkProvider override ─────────────────────────────────────────────────────
|
|
|
|
## Returns a 4-toil rescue Job for `pawn`, or null if there is nothing to do.
|
|
##
|
|
## `pawn` is duck-typed: must expose .is_downed(), .carried_item, .tile,
|
|
## .pawn_name, and .get_path().
|
|
func find_best_for(pawn) -> Job:
|
|
# Downed pawns can't doctor (Decision Layer 1 also blocks them via
|
|
# is_incapacitated(); this guard is belt-and-suspenders).
|
|
if pawn.has_method("is_downed") and pawn.is_downed():
|
|
return null
|
|
|
|
# Don't interrupt an active carry — finish hauling first.
|
|
if pawn.carried_item != null:
|
|
return null
|
|
|
|
# Find the nearest downed pawn that isn't this pawn and has no other doctor
|
|
# already assigned (prevents two doctors converging on one wounded pawn).
|
|
var best_patient = null
|
|
var best_dist: int = 999999
|
|
for p in World.pawns:
|
|
if not p.has_method("is_downed") or not p.is_downed():
|
|
continue
|
|
if p == pawn:
|
|
continue
|
|
if Job.is_target_taken_by_other(p, pawn):
|
|
continue
|
|
var d: int = abs(p.tile.x - pawn.tile.x) + abs(p.tile.y - pawn.tile.y)
|
|
if d < best_dist:
|
|
best_dist = d
|
|
best_patient = p
|
|
|
|
if best_patient == null:
|
|
return null
|
|
|
|
# Find the nearest available medical bed (preferred) or any available bed.
|
|
var medical_bed = _find_best_bed()
|
|
if medical_bed == null:
|
|
Audit.log(
|
|
"doctor",
|
|
"%s: no bed available for %s — rescue skipped" % [pawn.pawn_name, best_patient.pawn_name]
|
|
)
|
|
return null
|
|
|
|
var j := Job.new()
|
|
j.label = "Rescue %s → bed at %s" % [best_patient.pawn_name, medical_bed.tile]
|
|
j.target_node = best_patient
|
|
# 4-toil sequence per the doctor rescue model above.
|
|
j.toils.append(Toil.walk_to(best_patient.tile))
|
|
j.toils.append(Toil.rescue(best_patient.get_path()))
|
|
j.toils.append(Toil.walk_to(medical_bed.tile))
|
|
j.toils.append(Toil.treat(best_patient.get_path()))
|
|
return j
|
|
|
|
|
|
# ── helpers ───────────────────────────────────────────────────────────────────
|
|
|
|
## Returns the best available bed for medical treatment.
|
|
## Prefers beds with is_medical=true; falls back to any available bed.
|
|
## Returns null when no bed is available at all.
|
|
func _find_best_bed():
|
|
# First pass: look for a medical bed.
|
|
for bed in World.beds:
|
|
if not bed.is_available():
|
|
continue
|
|
if bed.get("is_medical") == true:
|
|
return bed
|
|
# Second pass: accept any available bed if no medical bed was found.
|
|
for bed in World.beds:
|
|
if bed.is_available():
|
|
return bed
|
|
return null
|