🐛 Skip unreachable job targets in pickJob #23

Merged
claude merged 3 commits from fix/unreachable-job-skip into master 2026-03-23 12:29:18 +00:00
5 changed files with 87 additions and 9 deletions

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@@ -78,8 +78,10 @@ export class GameScene extends Phaser.Scene {
this.adapter.onAction = (action) => { this.adapter.onAction = (action) => {
if (action.type === 'CHANGE_TILE') { if (action.type === 'CHANGE_TILE') {
this.worldSystem.setTile(action.tileX, action.tileY, action.tile) this.worldSystem.setTile(action.tileX, action.tileY, action.tile)
this.worldSystem.refreshTerrainTile(action.tileX, action.tileY, action.tile)
} else if (action.type === 'SPAWN_RESOURCE') { } else if (action.type === 'SPAWN_RESOURCE') {
this.resourceSystem.spawnResourcePublic(action.resource) this.resourceSystem.spawnResourcePublic(action.resource)
this.worldSystem.addResourceTile(action.resource.tileX, action.resource.tileY)
} }
} }

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@@ -50,7 +50,6 @@ export class TreeSeedlingSystem {
this.removeSprite(id) this.removeSprite(id)
this.adapter.send({ type: 'REMOVE_TREE_SEEDLING', seedlingId: id }) this.adapter.send({ type: 'REMOVE_TREE_SEEDLING', seedlingId: id })
this.adapter.send({ type: 'CHANGE_TILE', tileX, tileY, tile: TileType.FOREST }) this.adapter.send({ type: 'CHANGE_TILE', tileX, tileY, tile: TileType.FOREST })
this.worldSystem.refreshTerrainTile(tileX, tileY, TileType.FOREST)
const resourceId = `tree_grown_${tileX}_${tileY}_${Date.now()}` const resourceId = `tree_grown_${tileX}_${tileY}_${Date.now()}`
this.adapter.send({ this.adapter.send({

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@@ -274,10 +274,9 @@ export class VillagerSystem {
const res = state.world.resources[job.targetId] const res = state.world.resources[job.targetId]
if (res) { if (res) {
this.adapter.send({ type: 'VILLAGER_HARVEST_RESOURCE', villagerId: v.id, resourceId: job.targetId }) this.adapter.send({ type: 'VILLAGER_HARVEST_RESOURCE', villagerId: v.id, resourceId: job.targetId })
// Clear the FOREST tile so the area becomes passable for future pathfinding
this.adapter.send({ type: 'CHANGE_TILE', tileX: res.tileX, tileY: res.tileY, tile: TileType.DARK_GRASS }) this.adapter.send({ type: 'CHANGE_TILE', tileX: res.tileX, tileY: res.tileY, tile: TileType.DARK_GRASS })
// Start recovery timer so DARK_GRASS reverts to GRASS after 5 minutes
this.adapter.send({ type: 'TILE_RECOVERY_START', tileX: res.tileX, tileY: res.tileY }) this.adapter.send({ type: 'TILE_RECOVERY_START', tileX: res.tileX, tileY: res.tileY })
this.worldSystem.removeResourceTile(res.tileX, res.tileY)
this.resourceSystem.removeResource(job.targetId) this.resourceSystem.removeResource(job.targetId)
this.addLog(v.id, '✓ Chopped tree (+2 wood)') this.addLog(v.id, '✓ Chopped tree (+2 wood)')
} }
@@ -285,8 +284,8 @@ export class VillagerSystem {
const res = state.world.resources[job.targetId] const res = state.world.resources[job.targetId]
if (res) { if (res) {
this.adapter.send({ type: 'VILLAGER_HARVEST_RESOURCE', villagerId: v.id, resourceId: job.targetId }) this.adapter.send({ type: 'VILLAGER_HARVEST_RESOURCE', villagerId: v.id, resourceId: job.targetId })
// Clear the ROCK tile so the area becomes passable for future pathfinding
this.adapter.send({ type: 'CHANGE_TILE', tileX: res.tileX, tileY: res.tileY, tile: TileType.GRASS }) this.adapter.send({ type: 'CHANGE_TILE', tileX: res.tileX, tileY: res.tileY, tile: TileType.GRASS })
this.worldSystem.removeResourceTile(res.tileX, res.tileY)
this.resourceSystem.removeResource(job.targetId) this.resourceSystem.removeResource(job.targetId)
this.addLog(v.id, '✓ Mined rock (+2 stone)') this.addLog(v.id, '✓ Mined rock (+2 stone)')
} }
@@ -351,12 +350,17 @@ export class VillagerSystem {
if (p.chop > 0) { if (p.chop > 0) {
for (const res of Object.values(state.world.resources)) { for (const res of Object.values(state.world.resources)) {
if (res.kind !== 'tree' || this.claimed.has(res.id)) continue if (res.kind !== 'tree' || this.claimed.has(res.id)) continue
// Skip trees with no reachable neighbour — A* cannot enter an impassable goal
// tile unless at least one passable neighbour exists to jump from.
if (!this.hasAdjacentPassable(res.tileX, res.tileY)) continue
candidates.push({ type: 'chop', targetId: res.id, tileX: res.tileX, tileY: res.tileY, dist: dist(res.tileX, res.tileY), pri: p.chop }) candidates.push({ type: 'chop', targetId: res.id, tileX: res.tileX, tileY: res.tileY, dist: dist(res.tileX, res.tileY), pri: p.chop })
} }
} }
if (p.mine > 0) { if (p.mine > 0) {
for (const res of Object.values(state.world.resources)) { for (const res of Object.values(state.world.resources)) {
if (res.kind !== 'rock' || this.claimed.has(res.id)) continue if (res.kind !== 'rock' || this.claimed.has(res.id)) continue
// Same reachability guard for rock tiles.
if (!this.hasAdjacentPassable(res.tileX, res.tileY)) continue
candidates.push({ type: 'mine', targetId: res.id, tileX: res.tileX, tileY: res.tileY, dist: dist(res.tileX, res.tileY), pri: p.mine }) candidates.push({ type: 'mine', targetId: res.id, tileX: res.tileX, tileY: res.tileY, dist: dist(res.tileX, res.tileY), pri: p.mine })
} }
} }
@@ -397,7 +401,7 @@ export class VillagerSystem {
this.claimed.delete(v.job.targetId) this.claimed.delete(v.job.targetId)
this.adapter.send({ type: 'VILLAGER_SET_JOB', villagerId: v.id, job: null }) this.adapter.send({ type: 'VILLAGER_SET_JOB', villagerId: v.id, job: null })
} }
rt.idleScanTimer = 1500 // longer delay after failed pathfind rt.idleScanTimer = 4000 // longer delay after failed pathfind to avoid tight retry loops
return return
} }
@@ -434,6 +438,22 @@ export class VillagerSystem {
return this.nearestBuilding(v, 'bed') as any return this.nearestBuilding(v, 'bed') as any
} }
/**
* Returns true if at least one of the 8 neighbours of the given tile is passable.
* Used to pre-filter job targets that are fully enclosed by impassable terrain —
* such as trees deep inside a dense forest cluster where A* can never reach the goal
* tile because no passable tile is adjacent to it.
* @param tileX - Target tile X
* @param tileY - Target tile Y
*/
private hasAdjacentPassable(tileX: number, tileY: number): boolean {
const DIRS = [[1,0],[-1,0],[0,1],[0,-1],[1,1],[1,-1],[-1,1],[-1,-1]] as const
for (const [dx, dy] of DIRS) {
if (this.worldSystem.isPassable(tileX + dx, tileY + dy)) return true
}
return false
}
// ─── Spawning ───────────────────────────────────────────────────────────── // ─── Spawning ─────────────────────────────────────────────────────────────
/** /**

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@@ -1,6 +1,6 @@
import Phaser from 'phaser' import Phaser from 'phaser'
import { TILE_SIZE, WORLD_TILES } from '../config' import { TILE_SIZE, WORLD_TILES } from '../config'
import { TileType, IMPASSABLE } from '../types' import { TileType, IMPASSABLE, RESOURCE_TERRAIN } from '../types'
import { stateManager } from '../StateManager' import { stateManager } from '../StateManager'
const BIOME_COLORS: Record<number, string> = { const BIOME_COLORS: Record<number, string> = {
@@ -18,6 +18,12 @@ const BIOME_COLORS: Record<number, string> = {
export class WorldSystem { export class WorldSystem {
private scene: Phaser.Scene private scene: Phaser.Scene
private map!: Phaser.Tilemaps.Tilemap private map!: Phaser.Tilemaps.Tilemap
/**
* Spatial index: tile keys (tileY * WORLD_TILES + tileX) for every tile
* that is currently occupied by a tree or rock resource.
* Used by isPassable() to decide if a FOREST or ROCK terrain tile is blocked.
*/
private resourceTiles = new Set<number>()
private tileset!: Phaser.Tilemaps.Tileset private tileset!: Phaser.Tilemaps.Tileset
private bgImage!: Phaser.GameObjects.Image private bgImage!: Phaser.GameObjects.Image
private builtLayer!: Phaser.Tilemaps.TilemapLayer private builtLayer!: Phaser.Tilemaps.TilemapLayer
@@ -85,6 +91,8 @@ export class WorldSystem {
// Camera bounds // Camera bounds
this.scene.cameras.main.setBounds(0, 0, WORLD_TILES * TILE_SIZE, WORLD_TILES * TILE_SIZE) this.scene.cameras.main.setBounds(0, 0, WORLD_TILES * TILE_SIZE, WORLD_TILES * TILE_SIZE)
this.initResourceTiles()
} }
/** Returns the built-tile tilemap layer (floor, wall, soil). */ /** Returns the built-tile tilemap layer (floor, wall, soil). */
@@ -111,6 +119,10 @@ export class WorldSystem {
/** /**
* Returns whether the tile at the given coordinates can be walked on. * Returns whether the tile at the given coordinates can be walked on.
* Water and wall tiles are always impassable.
* Forest and rock terrain tiles are only impassable when a resource
* (tree or rock) currently occupies them — empty forest floor and bare
* rocky ground are walkable.
* Out-of-bounds tiles are treated as impassable. * Out-of-bounds tiles are treated as impassable.
* @param tileX - Tile column * @param tileX - Tile column
* @param tileY - Tile row * @param tileY - Tile row
@@ -119,7 +131,45 @@ export class WorldSystem {
if (tileX < 0 || tileY < 0 || tileX >= WORLD_TILES || tileY >= WORLD_TILES) return false if (tileX < 0 || tileY < 0 || tileX >= WORLD_TILES || tileY >= WORLD_TILES) return false
const state = stateManager.getState() const state = stateManager.getState()
const tile = state.world.tiles[tileY * WORLD_TILES + tileX] const tile = state.world.tiles[tileY * WORLD_TILES + tileX]
return !IMPASSABLE.has(tile) if (IMPASSABLE.has(tile)) return false
if (RESOURCE_TERRAIN.has(tile)) {
return !this.resourceTiles.has(tileY * WORLD_TILES + tileX)
}
return true
}
/**
* Builds the resource tile index from the current world state.
* Called once in create() so that isPassable() has an O(1) lookup.
*/
private initResourceTiles(): void {
this.resourceTiles.clear()
const state = stateManager.getState()
for (const res of Object.values(state.world.resources)) {
this.resourceTiles.add(res.tileY * WORLD_TILES + res.tileX)
}
}
/**
* Registers a newly placed resource so isPassable() treats the tile as blocked.
* Call this whenever a resource is added at runtime (e.g. a seedling matures).
* @param tileX - Resource tile column
* @param tileY - Resource tile row
*/
addResourceTile(tileX: number, tileY: number): void {
this.resourceTiles.add(tileY * WORLD_TILES + tileX)
}
/**
* Removes a resource from the tile index so isPassable() treats the tile as free.
* Call this when a resource is removed at runtime (e.g. after chopping/mining).
* Not strictly required when the tile type also changes (FOREST → DARK_GRASS),
* but keeps the index clean for correctness.
* @param tileX - Resource tile column
* @param tileY - Resource tile row
*/
removeResourceTile(tileX: number, tileY: number): void {
this.resourceTiles.delete(tileY * WORLD_TILES + tileX)
} }
/** /**

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@@ -12,14 +12,21 @@ export enum TileType {
WATERED_SOIL = 10, WATERED_SOIL = 10,
} }
/** Tiles that are always impassable regardless of what is on them. */
export const IMPASSABLE = new Set<number>([ export const IMPASSABLE = new Set<number>([
TileType.DEEP_WATER, TileType.DEEP_WATER,
TileType.SHALLOW_WATER, TileType.SHALLOW_WATER,
TileType.FOREST,
TileType.ROCK,
TileType.WALL, TileType.WALL,
]) ])
/**
* Terrain tiles whose passability depends on whether a resource
* (tree or rock) is currently placed on them.
* An empty FOREST tile is walkable forest floor; a ROCK tile without a
* rock resource is just rocky ground.
*/
export const RESOURCE_TERRAIN = new Set<number>([TileType.FOREST, TileType.ROCK])
/** Tiles on which tree seedlings may be planted. */ /** Tiles on which tree seedlings may be planted. */
export const PLANTABLE_TILES = new Set<TileType>([TileType.GRASS, TileType.DARK_GRASS]) export const PLANTABLE_TILES = new Set<TileType>([TileType.GRASS, TileType.DARK_GRASS])