rimlike/scenes/world/pathfinder.gd
megaproxy 922f269a6c Bug-triage patch — fix torch builds, idle-pawn traps, floor render order
Three playtest-reported bugs fixed out-of-phase before Phase 18:

* Furniture build-queue gap: Torch / Bed / Crate / Workbench / CremationPyre
  were missing World.register_build_site(self) in _ready, so newly-painted
  designations never entered ConstructionProvider's iteration. The seeded
  cabin pre-built everything via _spawn_complete_* helpers, masking the gap
  until a player painted a fresh furniture designation.

* Wall-trap regression for bystanders + walk-through pawns: Wall._complete
  now dislodges any pawn on the tile via new Pathfinder.find_nearest_walkable
  BFS helper; Pawn._advance_walk re-checks next tile walkability before
  stepping, aborts walk + cancels job + lets Decision reroute. Phase 6's
  adjacent-stand fix only protected the BUILDING pawn.

* Floor / Pawn Y-sort ambiguity: Floor was anchored at tile-center
  (same Y as Pawn), so Y-sort tiebreak fell to scene-tree order and
  Floor (spawned later) drew over Pawn. Moved Floor origin to top-of-tile
  so Floor.y < Pawn.y under Y-sort; _draw rect offsets compensate.

All three verified via MCP runtime: torch built end-to-end, all 3 pawns
working on different jobs with no idle traps, pawn renders over floor.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 13:58:15 +01:00

136 lines
4.7 KiB
GDScript

class_name Pathfinder
extends Node
## AStarGrid2D wrapper for rimlike's 4-directional tile pathfinding.
##
## One grid covers the full map. Walkability is updated in O(1) per cell
## change (wall placed, door toggled, furniture added/removed). All path
## queries are sub-millisecond at 80² and within the 120² ceiling.
##
## Usage:
## pathfinder.setup(World.MAP_SIZE_TILES)
## pathfinder.set_cell_walkable(cell, false) # e.g. after wall placed
## var path := pathfinder.find_path(from_cell, to_cell)
##
## `find_path` returns tile coords EXCLUDING `from`, INCLUDING `to`.
## Returns an empty Array[Vector2i] when the destination is unreachable.
const TILE_SIZE_PX: int = 16
signal walkability_changed(cell: Vector2i)
var _astar: AStarGrid2D
var _map_size_tiles: Vector2i
## Configure the grid. Must be called once before any other method.
## Typically called by World._ready() after the map size is known.
func setup(map_size_tiles: Vector2i) -> void:
_map_size_tiles = map_size_tiles
_astar = AStarGrid2D.new()
_astar.region = Rect2i(0, 0, map_size_tiles.x, map_size_tiles.y)
_astar.cell_size = Vector2(TILE_SIZE_PX, TILE_SIZE_PX)
_astar.diagonal_mode = AStarGrid2D.DIAGONAL_MODE_NEVER # 4-directional, Rimworld-like
_astar.default_compute_heuristic = AStarGrid2D.HEURISTIC_MANHATTAN
_astar.default_estimate_heuristic = AStarGrid2D.HEURISTIC_MANHATTAN
_astar.update()
Audit.log("pathfinder", "AStarGrid2D online for %s tiles (4-dir, Manhattan)" % map_size_tiles)
## Mark a tile as passable or impassable and emit walkability_changed.
## Called whenever a wall, door, or furniture state changes.
## Does not log — Phase 5 triggers many of these per tick.
func set_cell_walkable(cell: Vector2i, walkable: bool) -> void:
_astar.set_point_solid(cell, not walkable)
emit_signal("walkability_changed", cell)
## Returns true if `cell` is inside the configured region AND is not solid.
func is_walkable(cell: Vector2i) -> bool:
return _astar.is_in_boundsv(cell) and not _astar.is_point_solid(cell)
## BFS outward from `cell` for the nearest walkable tile. Used to dislodge a
## pawn trapped on a tile that just became impassable (e.g. another pawn built
## a wall on top of them). Returns `cell` itself if no walkable tile is found
## within `max_radius` (BFS-ring distance).
func find_nearest_walkable(cell: Vector2i, max_radius: int = 8) -> Vector2i:
if is_walkable(cell):
return cell
var visited := {cell: true}
var frontier: Array[Vector2i] = [cell]
var offsets: Array[Vector2i] = [
Vector2i(0, -1), Vector2i(1, 0), Vector2i(0, 1), Vector2i(-1, 0),
]
for _ring in max_radius:
var next: Array[Vector2i] = []
for c in frontier:
for off in offsets:
var n: Vector2i = c + off
if visited.has(n):
continue
visited[n] = true
if is_walkable(n):
return n
next.append(n)
frontier = next
return cell
## Returns the path from `from` to `to` as tile-coordinate steps.
## The returned array EXCLUDES `from` and INCLUDES `to`.
## Returns an empty Array[Vector2i] when:
## - either endpoint is outside the configured region
## - `to` is solid (impassable)
## - no path exists (area is disconnected)
func find_path(from: Vector2i, to: Vector2i) -> Array[Vector2i]:
if not _astar.is_in_boundsv(from) or not _astar.is_in_boundsv(to):
return [] as Array[Vector2i]
if _astar.is_point_solid(to):
return [] as Array[Vector2i]
var raw_path: Array[Vector2i] = _astar.get_id_path(from, to)
if raw_path.is_empty():
# Both endpoints are in-bounds and destination is walkable; the
# area must be disconnected. Log for debugging, not a caller-bug.
Audit.log("pathfinder", "no path: %s%s" % [from, to])
return [] as Array[Vector2i]
# get_id_path includes the start tile at index 0; drop it per API contract.
raw_path.remove_at(0)
return raw_path
## Spike / debug utility. Times `find_path` over `pairs` repeated `iterations`
## times and returns timing statistics. Each entry in `pairs` is [Vector2i, Vector2i].
## Uses Time.get_ticks_usec() for microsecond resolution.
func benchmark(pairs: Array, iterations: int = 1) -> Dictionary:
var min_us: int = 9223372036854775807 # INT64_MAX
var max_us: int = 0
var total_us: int = 0
var total_paths: int = 0
for _i in iterations:
for pair in pairs:
var t_start: int = Time.get_ticks_usec()
find_path(pair[0], pair[1])
var elapsed: int = Time.get_ticks_usec() - t_start
if elapsed < min_us:
min_us = elapsed
if elapsed > max_us:
max_us = elapsed
total_us += elapsed
total_paths += 1
var avg_us: float = float(total_us) / float(total_paths) if total_paths > 0 else 0.0
Audit.log("pathfinder", "bench: %d paths, avg=%.1f us, max=%d us" % [total_paths, avg_us, max_us])
return {
"min_us": min_us,
"max_us": max_us,
"avg_us": avg_us,
"total_paths": total_paths,
}