Two compounding bugs made hauling appear broken when targets were behind walls. User report: 'i set a stockpile and there is stuff to move' — items sat indefinitely. JobRunner._tick_walk treated 'path is empty' (unreachable) by marking the walk toil done and silently advancing to the next toil. Pickup/deposit then ran at the pawn's CURRENT tile instead of the intended target — 'Bram pickup: no item at (44, 25)' for an item that lived at (45, 21). The job 'completed' wrongly. Now an unreachable walk cancel_job()'s, letting Decision pick something else next tick. HaulingProvider didn't pre-check reachability before handing out a job. With the JobRunner fix alone, Decision would have re-picked the same unreachable haul every tick (busy-spin at 20 Hz). Now the item loop and corpse loop both skip targets where find_path is empty from pawn.tile. Cost: ~10 us pathfind per candidate; trivial at MVP scale. Verified MCP runtime: bread at (45, 21) (reachable) hauled end-to-end to the stockpile at (15, 62). Bread at (50, 21) (unreachable behind the cabin wall arrangement) correctly skipped — no job assigned, no busy spin in the log. Bram completed the haul and picked up his next job (Harvest wheat) naturally. Note: the JobRunner unreachable-cancel fix also helps any other provider whose walk_to leg fails — chop/mine/construction were silently 'finishing' the same way when targets walled off. They now cancel cleanly too. Their providers don't yet pre-check reachability, so they could cancel-loop on unreachable targets if nothing else is queued — left for a followup once a real case surfaces. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
230 lines
9.1 KiB
GDScript
230 lines
9.1 KiB
GDScript
class_name HaulingProvider extends WorkProvider
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## WorkProvider for the Hauling work category. Slots into the 5-layer pawn AI
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## (Decision → WorkProvider → Job + JobRunner) as layer 2.
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##
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## Each call to find_best_for(pawn) scans World.items_needing_haul for the
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## item closest to `pawn` that has a valid, reachable destination, then builds
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## a 4-toil haul job: walk → pickup → walk → deposit.
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##
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## sweep_for_better_destinations() is a periodic helper (called by World every
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## ~100 sim ticks) that marks items in lower-priority destinations dirty when a
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## higher-priority destination has space — enabling the "items flow upward"
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## priority cascade described in design.md.
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##
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## When an item needs hauling but no stockpile accepts it, the provider emits
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## EventBus.no_stockpile_accepts once per item_type per ALERT_COOLDOWN_TICKS
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## ticks (30 in-game seconds at 20 Hz).
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##
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## Pawn is intentionally duck-typed (no class_name reference) to match the
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## WorkProvider convention and avoid init-order issues.
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##
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## See docs/architecture.md "HaulingProvider".
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## Rate-limit for no_stockpile_accepts alerts: one emit per item_type per
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## 30 in-game seconds (20 Hz × 30 s = 600 ticks).
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const ALERT_COOLDOWN_TICKS: int = 600
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## Per-item-type cooldown map: StringName → tick at which the next emit is allowed.
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var _alert_cooldown: Dictionary = {}
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func _init() -> void:
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category = &"haul"
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# Priority 3 — below chop (5) and mine (4); above rest (1).
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# Adjusted once the full 9-category matrix is authored in Phase 17.
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priority = 3
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# ── WorkProvider override ─────────────────────────────────────────────────────
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## Returns a haul Job for `pawn`, or null if no valid work exists.
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## Picks the item (or corpse) closest to `pawn` (Manhattan distance) that has
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## an open slot in the highest-priority destination accepting its type.
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## Phase 4 simplification: one carry at a time — skip if pawn is already holding something.
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func find_best_for(pawn) -> Job:
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# One carry at a time — skip if the pawn is already holding an item.
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if pawn.get("carried_item") != null:
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return null
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var best_item = null
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var best_dest = null
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var best_drop_cell: Vector2i = Vector2i(-1, -1)
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var best_dist: int = 999999
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var best_is_corpse: bool = false
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# Tracks the first item_type that needed hauling but had no valid destination.
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# Used to emit no_stockpile_accepts once per cooldown window.
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var first_orphan_type: StringName = &""
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var first_orphan_tile: Vector2i = Vector2i(-1, -1)
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# ── regular items ─────────────────────────────────────────────────────────
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for item in World.items_needing_haul.keys():
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# Skip items another pawn is already carrying.
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if item.being_carried:
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continue
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# Skip items another pawn has already claimed (target_node = item node).
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if Job.is_target_taken_by_other(item, pawn):
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continue
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# Reachability gate — don't hand out a haul this pawn can't path to.
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# Without this, JobRunner cancels the job on the walk toil and Decision
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# reassigns it next tick, busy-spinning at 20 Hz with no progress.
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# Pre-check is O(pathfinder.find_path) ~10 μs; cheap at MVP scale.
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if pawn.tile != item.tile and World.pathfinder.find_path(pawn.tile, item.tile).is_empty():
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continue
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# Find the best destination for this item type + priority.
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var dest = _find_best_destination_for(item)
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if dest == null:
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# Item needs hauling but no stockpile accepts it — record first occurrence.
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if first_orphan_type == &"":
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first_orphan_type = item.item_type
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first_orphan_tile = item.tile
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continue
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var drop: Vector2i = dest.find_drop_position(item)
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if drop == Vector2i(-1, -1):
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continue
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# Skip an item that is already sitting in the destination we'd haul it to.
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# Avoids pointless re-haul of an item that is exactly where it should be.
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# (Phase 16 refines this once the item→destination link is persisted.)
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var current_dest = _destination_for_tile(item.tile)
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if current_dest != null and current_dest == dest:
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continue
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# Nearest-first heuristic (pawn → item only).
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var d: int = abs(item.tile.x - pawn.tile.x) + abs(item.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_item = item
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best_dest = dest
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best_drop_cell = drop
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best_is_corpse = false
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# Emit alert for the first orphaned item_type, rate-limited per type.
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if first_orphan_type != &"":
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if _alert_cooldown.get(first_orphan_type, 0) <= Sim.tick:
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EventBus.no_stockpile_accepts.emit(first_orphan_type, first_orphan_tile)
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_alert_cooldown[first_orphan_type] = Sim.tick + ALERT_COOLDOWN_TICKS
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# ── Phase 14: corpses ─────────────────────────────────────────────────────
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# Corpses route to GraveSlot StorageDestinations exactly like items, but
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# use PICKUP_CORPSE / DEPOSIT_CORPSE toils (since Corpse is not an Item).
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for corpse in World.corpses:
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# Skip corpses another pawn is already carrying.
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if corpse.get_meta("being_carried_corpse", false):
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continue
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# Skip corpses another pawn has already claimed.
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if Job.is_target_taken_by_other(corpse, pawn):
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continue
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# Reachability gate — same rationale as the item loop above.
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if pawn.tile != corpse.tile and World.pathfinder.find_path(pawn.tile, corpse.tile).is_empty():
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continue
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var dest = _find_best_destination_for(corpse)
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if dest == null:
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continue
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var drop: Vector2i = dest.find_drop_position(corpse)
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if drop == Vector2i(-1, -1):
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continue
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var d: int = abs(corpse.tile.x - pawn.tile.x) + abs(corpse.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_item = corpse
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best_dest = dest
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best_drop_cell = drop
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best_is_corpse = true
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if best_item == null:
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return null
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var j := Job.new()
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# target_node is the item/corpse being picked up — the carry-from side.
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# Other pawns' HaulingProviders read this to avoid double-claiming the same item.
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j.target_node = best_item
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if best_is_corpse:
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j.label = "Haul corpse '%s' -> (%d,%d)" % [
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best_item.deceased_name,
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best_drop_cell.x,
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best_drop_cell.y,
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]
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j.toils.append(Toil.walk_to(best_item.tile))
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j.toils.append(Toil.pickup_corpse())
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j.toils.append(Toil.walk_to(best_drop_cell))
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j.toils.append(Toil.deposit_corpse())
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else:
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j.label = "Haul %s x%d -> (%d,%d)" % [
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best_item.item_type,
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best_item.stack_size,
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best_drop_cell.x,
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best_drop_cell.y,
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]
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j.toils.append(Toil.walk_to(best_item.tile))
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j.toils.append(Toil.pickup())
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j.toils.append(Toil.walk_to(best_drop_cell))
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j.toils.append(Toil.deposit())
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return j
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# ── priority cascade ──────────────────────────────────────────────────────────
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## Periodic sweep (called by World every ~100 sim ticks).
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## Walks all items NOT already in the dirty set and marks them dirty when:
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## (a) they are loose on the floor with no destination covering their tile, OR
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## (b) they are in a stockpile but a higher-priority destination now has room.
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## Returns the count of newly marked items (logged when > 0).
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## This is the mechanism that makes "items flow up" to Critical stockpiles.
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func sweep_for_better_destinations() -> int:
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var count: int = 0
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for item in World.items:
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if item.being_carried:
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continue
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# Already flagged — HaulingProvider will handle it.
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if World.items_needing_haul.has(item):
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continue
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var current = _destination_for_tile(item.tile)
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var best = _find_best_destination_for(item)
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if current == null and best != null:
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# Loose item with a valid destination — mark it.
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World.items_needing_haul[item] = true
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count += 1
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elif current != null and best != null:
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# Item is stored, but a better destination exists.
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if int(best.priority) < int(current.priority):
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World.items_needing_haul[item] = true
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count += 1
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if count > 0:
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Audit.log("hauling", "sweep marked %d items for re-haul" % count)
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return count
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# ── private helpers ───────────────────────────────────────────────────────────
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## Returns the highest-priority StorageDestination that accepts `item` and has
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## at least one open slot. Among equal-priority destinations, first found wins.
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## Returns null when no destination qualifies.
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func _find_best_destination_for(item):
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var best = null
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for dest in World.stockpiles:
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if not dest.accepts(item):
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continue
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if dest.find_drop_position(item) == Vector2i(-1, -1):
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continue
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# Lower enum int = higher priority (CRITICAL=0 beats HIGH=1).
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if best == null or int(dest.priority) < int(best.priority):
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best = dest
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return best
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## Returns the StorageDestination whose region contains `tile`, or null if the
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## tile is not inside any registered destination.
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func _destination_for_tile(tile: Vector2i):
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for dest in World.stockpiles:
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if dest.covers_tile(tile):
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return dest
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return null
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