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>
65 lines
2.5 KiB
GDScript
65 lines
2.5 KiB
GDScript
class_name MineProvider extends WorkProvider
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## WorkProvider for the "mine" work category.
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##
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## Scans World.rocks for the nearest mineable Rock (Manhattan distance from
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## the requesting pawn) and returns a two-toil Job:
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## walk_to(rock.tile) → interact(rock.get_path(), "on_mine_tick")
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##
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## The INTERACT toil calls Rock.on_mine_tick() once per sim tick; the Rock
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## internally tracks mine_progress and handles removal when MINE_TICKS is
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## reached. The toil finishes automatically when is_mineable() returns
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## false (exhausted) or when the node is freed.
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##
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## Phase 4 simplification: rocks are assumed walkable during mining approach
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## (they may block movement in a later phase once obstruction is added to the
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## pathfinder).
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##
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## Duck-typing note: Rock is referenced without class_name (class may not be
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## registered yet when this provider loads). World.rocks may also hold BigRock
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## instances; both expose the same interface so we just iterate the array:
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## rock.tile: Vector2i — for distance scoring
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## rock.is_mineable() -> bool
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## rock.approach_tile_for(pawn_tile) -> Vector2i — walk destination
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## rock.get_path() -> NodePath
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func _init() -> void:
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category = &"mine"
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priority = 4 # Slightly lower than chop (5); both higher than rest (0).
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## Returns a Job targeting the nearest mineable Rock, 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 rock in World.rocks:
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if not rock.is_mineable():
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continue
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# Gate on player designation — pawns don't auto-mine undesignated rocks.
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# Boot seed in world.gd auto-designates SAMPLE_ROCKS so the demo still runs.
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if not rock.mine_designated:
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continue
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if Job.is_target_taken_by_other(rock, pawn):
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continue
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var d: int = abs(rock.tile.x - pawn.tile.x) + abs(rock.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 = rock
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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 = "Mine rock at %s" % best.tile
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j.target_node = best
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# Ask the entity where the pawn should stand. Single rocks return their own
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# tile (walkable). BigRocks return a perimeter tile so the pawn doesn't try
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# to pathfind into the blocked 2×2 footprint.
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var walk_tile: Vector2i = (
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best.approach_tile_for(pawn.tile) if best.has_method("approach_tile_for") else best.tile
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)
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j.toils.append(Toil.walk_to(walk_tile))
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j.toils.append(Toil.interact(best.get_path(), &"on_mine_tick"))
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return j
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