rimlike/scenes/ai/doctor_provider.gd
megaproxy a4163ba222 Chop/mine designation gate + reachability gates on Doctor & Eat
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>
2026-05-15 14:53:50 +01:00

116 lines
4.7 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
# Reachability — same pattern as HaulingProvider. Skip patients we
# can't path to instead of issuing a doomed walk that JobRunner cancels.
if pawn.tile != p.tile and World.pathfinder.find_path(pawn.tile, p.tile).is_empty():
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