G: large_text scales global theme font (14→20 at 1.4×) via new GameState.get_font_scale + EventBus.settings_changed. reduce_motion gates ResumeToast fade (HintOverlay already gated). I: InspectTooltip long-press wired (500ms hold, 12px drift cancel, tap-to-clear pin). Stale Phase 19 TODO replaced with accurate doc. H: Pawn.arrived_at_destination now also emitted on EventBus.pawn_arrived_at_destination; DirtinessSystem subscribes and bumps indoor traffic dirt (BUMP_INDOOR_TRAFFIC = 0.2). Outdoor-tracked bump needs Pawn.prev_tile — flagged for Phase 20. P: CraftingProvider caches ingredient item ref on Job.ingredient_item; JobRunner._tick_pickup validates is_instance_valid + not being_carried before the tile scan, cancels cleanly if another pawn grabbed it. J: rest_provider.gd deleted. Removed @onready + register call from world.gd, ext_resource + node from world.tscn. Provider count comment updated to 9. M: DIRTY_THRESHOLD extracted — cleaning_provider and job_runner now reference DirtinessSystem.DIRT_DIRTY_THRESHOLD. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
100 lines
3.9 KiB
GDScript
100 lines
3.9 KiB
GDScript
class_name Job extends RefCounted
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## A sequence of Toils that describes a pawn's current task (walk to, haul,
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## build, rest, etc.). Job is plain data; JobRunner is the state machine that
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## drives execution tick-by-tick.
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##
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## Save/load contract:
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## var j2 := Job.from_dict(j.to_dict())
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## assert(j2.label == j.label)
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## assert(j2.current_toil_index == j.current_toil_index)
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## assert(j2.toils.size() == j.toils.size())
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## # Each toil round-trips per Toil's own invariant.
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var label: String = ""
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var toils: Array[Toil] = []
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var current_toil_index: int = 0
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## The world-space entity this job is acting on (tree, rock, build-site,
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## crop, etc.). Set by the WorkProvider that built the job. Untyped to
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## avoid class_name cycles. Read by sibling providers via
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## Job.is_target_taken_by_other() to prevent multiple pawns claiming
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## the same target.
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##
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## NOT serialized: target_node holds a live Node ref (or Vector2i for tile
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## targets). After load, pawns re-decide and re-bind claims naturally based
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## on restored JobRunner state.
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var target_node = null
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## NOT serialized: the specific Item node reserved for the first PICKUP toil in a
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## crafting job. Set by CraftingProvider.find_best_for() at proposal time.
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## _tick_pickup validates via is_instance_valid + being_carried before picking up;
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## aborts the job if the item is gone so the pawn re-routes rather than stealing
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## a random item. null for all non-crafting jobs.
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var ingredient_item = null
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# ── claim helpers ────────────────────────────────────────────────────────────
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## Returns true if `target` is the active target_node of any pawn's current
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## job, excluding `excluding_pawn` (the pawn that's about to claim it).
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## O(pawns) scan — single-threaded sim, no race within a tick because
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## pawns iterate sequentially (earlier pawn commits its job before the
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## next pawn's decision runs).
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##
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## Accepts any value for target (Node, Vector2i, etc.) — uses == comparison.
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static func is_target_taken_by_other(target, excluding_pawn) -> bool:
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if target == null:
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return false
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for p in World.pawns:
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if p == excluding_pawn:
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continue
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if p.job_runner == null or not p.job_runner.has_job():
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continue
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if p.job_runner.job.target_node == target:
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Audit.log("decision", "claim skip: %s already targeting %s" % [p.pawn_name, str(target)])
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return true
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return false
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# ── queries ──────────────────────────────────────────────────────────────────
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## Returns the currently-executing Toil, or null when the job is done.
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func active_toil() -> Toil:
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if is_complete():
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return null
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return toils[current_toil_index]
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## True once every toil has been completed.
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func is_complete() -> bool:
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return current_toil_index >= toils.size()
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# ── state mutation ───────────────────────────────────────────────────────────
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## Called by JobRunner after the current toil finishes. Steps the index forward.
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func advance() -> void:
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current_toil_index += 1
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# ── save / load ──────────────────────────────────────────────────────────────
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func to_dict() -> Dictionary:
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var toil_list: Array = []
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for toil in toils:
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toil_list.append(toil.to_dict())
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return {
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"label": label,
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"current_toil_index": current_toil_index,
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"toils": toil_list,
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}
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static func from_dict(d: Dictionary) -> Job:
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var j := Job.new()
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j.label = d.get("label", "")
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j.current_toil_index = d.get("current_toil_index", 0)
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var raw_toils: Array = d.get("toils", [])
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for raw in raw_toils:
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j.toils.append(Toil.from_dict(raw))
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return j
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