rimlike/scenes/ai/job.gd
megaproxy fd6f958344 sprint A cleanup: accessibility, signals, race, debris
G: large_text scales global theme font (14→20 at 1.4×) via new
GameState.get_font_scale + EventBus.settings_changed. reduce_motion
gates ResumeToast fade (HintOverlay already gated).

I: InspectTooltip long-press wired (500ms hold, 12px drift cancel,
tap-to-clear pin). Stale Phase 19 TODO replaced with accurate doc.

H: Pawn.arrived_at_destination now also emitted on
EventBus.pawn_arrived_at_destination; DirtinessSystem subscribes and
bumps indoor traffic dirt (BUMP_INDOOR_TRAFFIC = 0.2). Outdoor-tracked
bump needs Pawn.prev_tile — flagged for Phase 20.

P: CraftingProvider caches ingredient item ref on Job.ingredient_item;
JobRunner._tick_pickup validates is_instance_valid + not being_carried
before the tile scan, cancels cleanly if another pawn grabbed it.

J: rest_provider.gd deleted. Removed @onready + register call from
world.gd, ext_resource + node from world.tscn. Provider count comment
updated to 9.

M: DIRTY_THRESHOLD extracted — cleaning_provider and job_runner now
reference DirtinessSystem.DIRT_DIRTY_THRESHOLD.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-16 18:38:14 +01:00

100 lines
3.9 KiB
GDScript

class_name Job extends RefCounted
## A sequence of Toils that describes a pawn's current task (walk to, haul,
## build, rest, etc.). Job is plain data; JobRunner is the state machine that
## drives execution tick-by-tick.
##
## Save/load contract:
## var j2 := Job.from_dict(j.to_dict())
## assert(j2.label == j.label)
## assert(j2.current_toil_index == j.current_toil_index)
## assert(j2.toils.size() == j.toils.size())
## # Each toil round-trips per Toil's own invariant.
var label: String = ""
var toils: Array[Toil] = []
var current_toil_index: int = 0
## The world-space entity this job is acting on (tree, rock, build-site,
## crop, etc.). Set by the WorkProvider that built the job. Untyped to
## avoid class_name cycles. Read by sibling providers via
## Job.is_target_taken_by_other() to prevent multiple pawns claiming
## the same target.
##
## NOT serialized: target_node holds a live Node ref (or Vector2i for tile
## targets). After load, pawns re-decide and re-bind claims naturally based
## on restored JobRunner state.
var target_node = null
## NOT serialized: the specific Item node reserved for the first PICKUP toil in a
## crafting job. Set by CraftingProvider.find_best_for() at proposal time.
## _tick_pickup validates via is_instance_valid + being_carried before picking up;
## aborts the job if the item is gone so the pawn re-routes rather than stealing
## a random item. null for all non-crafting jobs.
var ingredient_item = null
# ── claim helpers ────────────────────────────────────────────────────────────
## Returns true if `target` is the active target_node of any pawn's current
## job, excluding `excluding_pawn` (the pawn that's about to claim it).
## O(pawns) scan — single-threaded sim, no race within a tick because
## pawns iterate sequentially (earlier pawn commits its job before the
## next pawn's decision runs).
##
## Accepts any value for target (Node, Vector2i, etc.) — uses == comparison.
static func is_target_taken_by_other(target, excluding_pawn) -> bool:
if target == null:
return false
for p in World.pawns:
if p == excluding_pawn:
continue
if p.job_runner == null or not p.job_runner.has_job():
continue
if p.job_runner.job.target_node == target:
Audit.log("decision", "claim skip: %s already targeting %s" % [p.pawn_name, str(target)])
return true
return false
# ── queries ──────────────────────────────────────────────────────────────────
## Returns the currently-executing Toil, or null when the job is done.
func active_toil() -> Toil:
if is_complete():
return null
return toils[current_toil_index]
## True once every toil has been completed.
func is_complete() -> bool:
return current_toil_index >= toils.size()
# ── state mutation ───────────────────────────────────────────────────────────
## Called by JobRunner after the current toil finishes. Steps the index forward.
func advance() -> void:
current_toil_index += 1
# ── save / load ──────────────────────────────────────────────────────────────
func to_dict() -> Dictionary:
var toil_list: Array = []
for toil in toils:
toil_list.append(toil.to_dict())
return {
"label": label,
"current_toil_index": current_toil_index,
"toils": toil_list,
}
static func from_dict(d: Dictionary) -> Job:
var j := Job.new()
j.label = d.get("label", "")
j.current_toil_index = d.get("current_toil_index", 0)
var raw_toils: Array = d.get("toils", [])
for raw in raw_toils:
j.toils.append(Toil.from_dict(raw))
return j