rimlike/scenes/ai/construction_provider.gd
megaproxy 69a1c0de44 ConstructionProvider: skip unreachable build sites
Player reported pawns ignoring chop designations. Root cause was a
lingering door designation at (36, 27) — painted on the test shed wall,
which is pre-built and impassable. ConstructionProvider (priority 6)
kept offering the doomed job; Decision picked it over chop (priority 5);
JobRunner cancelled the empty walk each tick. Busy-spin starved all
elective work.

Mirrors the reachability pattern from HaulingProvider / DoctorProvider /
EatProvider. For pathing-blocking sites (walls) we probe from an adjacent
walkable cell; for other sites (doors / beds / crates / torches) we probe
the site tile directly. Unreachable sites are skipped silently so the
queue can sit dormant without starving lower-priority work.

Verified via MCP: with a deliberately-unreachable door designation in
the queue, all three pawns successfully picked up chop jobs.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 15:09:19 +01:00

111 lines
4.8 KiB
GDScript

class_name ConstructionProvider extends WorkProvider
## WorkProvider for the "construction" work category.
##
## Scans World.build_queue for the nearest buildable site (Wall, Floor, Door,
## Crate, Workbench — anything exposing is_buildable() / on_build_tick() /
## tile / label()) and returns a two-toil Job:
## walk_to(<build_stand_tile>) → build_at(site.get_path())
##
## The BUILD toil calls on_build_tick() once per sim tick; the entity internally
## tracks build_progress and calls _complete() when BUILD_TICKS is reached. The
## toil finishes automatically when is_buildable() returns false.
##
## Phase 5 simplification: materials are infinite — no haul-materials step.
## Phase 6+ will prepend walk_to(material_pile) + pickup() toils before walk_to(site).
##
## Phase 6 fix — wall-trap bug: walls call set_cell_walkable(false) on completion.
## If the pawn is STANDING ON the wall tile when that fires, the pawn is now
## on a solid cell and AStarGrid2D refuses to plan any subsequent path. Fix:
## walls (and any other site that returns true from blocks_pathing_when_complete)
## are built from an adjacent walkable tile. Floors / Doors / Crates / Workbenches
## stay walkable after completion, so on-tile building is fine for them.
##
## Duck-typing note: build-site entities are referenced without class_name to
## avoid registration-order issues. We rely only on:
## site.tile: Vector2i
## site.is_buildable() -> bool
## site.label() -> String
## site.get_path() -> NodePath
## Optionally:
## site.blocks_pathing_when_complete() -> bool # if absent, assumed false
func _init() -> void:
category = &"construction"
# Higher than chop (5), mine (4), haul (3), rest (0). Players expect their
# build orders to be serviced before the pawn goes off to chop trees.
priority = 6
## Returns a Job targeting the nearest buildable site, or null if none exists.
## `pawn` is duck-typed: must expose .tile (Vector2i).
func find_best_for(pawn) -> Job:
var best = null
var best_dist: int = 999999
for site in World.build_queue:
if not site.is_buildable():
continue
if Job.is_target_taken_by_other(site, pawn):
continue
# Reachability — same pattern as HaulingProvider. Without this gate, an
# unreachable build site (e.g. a door painted on a tile that already has
# a pre-built wall) is offered every tick, Decision picks it over lower-
# priority work like chop, and JobRunner cancels the doomed walk each
# tick — a busy-spin that starves all elective work. For pathing-blocking
# sites (walls) we check from an adjacent tile; for others, from the tile.
var probe_tile: Vector2i = site.tile
if site.has_method("blocks_pathing_when_complete") and site.blocks_pathing_when_complete():
probe_tile = _find_adjacent_walkable(site.tile, pawn.tile)
if probe_tile == site.tile:
continue # no walkable neighbour at all → boxed-in site, skip silently
if pawn.tile != probe_tile and World.pathfinder.find_path(pawn.tile, probe_tile).is_empty():
continue
var d: int = abs(site.tile.x - pawn.tile.x) + abs(site.tile.y - pawn.tile.y)
if d < best_dist:
best_dist = d
best = site
if best == null:
return null
# Pick where the pawn should stand. For sites that block pathing once built
# (walls) we route to an adjacent walkable cell; otherwise on-tile is fine.
var stand_tile: Vector2i = best.tile
if best.has_method("blocks_pathing_when_complete") and best.blocks_pathing_when_complete():
stand_tile = _find_adjacent_walkable(best.tile, pawn.tile)
if stand_tile == best.tile:
# No walkable neighbour — the site is fully boxed in. Skip and try later.
Audit.log("construction", "%s build %s at %s has no adjacent stand tile" % [pawn.pawn_name, best.label(), best.tile])
return null
var j := Job.new()
j.label = "Build %s at %s" % [best.label(), best.tile]
j.target_node = best
j.toils.append(Toil.walk_to(stand_tile))
j.toils.append(Toil.build_at(best.get_path()))
return j
# ── helpers ─────────────────────────────────────────────────────────────────
## Finds the 4-neighbour of `target` nearest to `prefer_near` that the pathfinder
## currently treats as walkable. Returns `target` itself if no walkable neighbour
## exists (caller treats that as "skip this site").
func _find_adjacent_walkable(target: Vector2i, prefer_near: Vector2i) -> Vector2i:
var offsets: Array[Vector2i] = [
Vector2i(0, -1), Vector2i(1, 0), Vector2i(0, 1), Vector2i(-1, 0),
]
var best: Vector2i = target
var best_dist: int = 999999
for off in offsets:
var t: Vector2i = target + off
if World.pathfinder == null:
continue
if not World.pathfinder.is_walkable(t):
continue
var d: int = abs(t.x - prefer_near.x) + abs(t.y - prefer_near.y)
if d < best_dist:
best_dist = d
best = t
return best