Player reported pawns ignoring chop designations. Root cause:
ChopProvider/MineProvider iterated World.trees/World.rocks
unconditionally — paint set a null sentinel and never touched the entity,
so designation was cosmetic only. Pawns auto-chopped nearest unfelled tree.
* Added chop_designated: bool to Tree, mine_designated: bool to Rock and
BigRock (footprint-aware: paint on any of the 4 footprint cells flags
the boulder). Save/load round-trips the flag.
* world.gd._on_designation_added 'chop'/'mine' cases now find the entity
at the painted tile and flip the flag. _on_designation_cleared inverts.
* Boot seed auto-designates SAMPLE_TREES / SAMPLE_ROCKS / SAMPLE_BIG_ROCKS
so the cabin demo still produces wood + stone end-to-end without
requiring the player to paint first.
Also from the same audit (researcher mapped all 11 WorkProviders):
* DoctorProvider + EatProvider now pre-check reachability with
pathfinder.find_path before issuing a job, mirroring HaulingProvider's
pattern. Previously they handed out doomed walks that JobRunner had to
cancel, busy-spinning at 20 Hz.
Verified end-to-end via MCP runtime: undesignated tree/rock returns null
from provider; paint flips the flag and provider returns a chop/mine job;
un-paint clears the flag; BigRock footprint paint works on any of the 4
cells.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>