ReviewOS

stacks/the-settlers-iii-remake

Choose reachable workers and tool supplies when staffing sites

#206
Closed chris opened this 7 days ago ·
7 days ago

On the imported original T1 tutorial map at cff0f52, four ordinary keyboard build orders for woodcutter, stonecutter, sawmill and forester remain in leveling after 20,000 normal ticks. Materials are delivered, but no crew stays assigned. All accounting checks pass. Native browser play reproduces the stalled sites.

The imported four diggers are idle outside the tower territory and cannot follow the civilian route to the sites. workforce.recruit always chooses the nearest idle skilled worker before checking whether its work route can succeed. It repeatedly assigns an unreachable worker, which fails, instead of using a reachable skilled worker or equipping a reachable carrier from the real available tools. This is a staffing selection defect. The decoded original territory byte semantics remain unverified and must not be invented as a repair.

Acceptance:

  • Choose skilled workers using the ordinary movement router and actual work destination.
  • If no skilled worker can reach the site, equip a reachable carrier from a reachable real tool supply, within existing staffing limits.
  • Preserve busy workers, player ownership, carrier reserves, tools and conservation. No relocation, tool grants or territory grants.
  • Preserve old save/replay behavior through an explicit rules version.
  • Add generated public-scenario regressions for disconnected skilled workers, reachable skilled alternatives, disconnected tool supplies and impossible routes.
  • Verify the original tutorial opening through normal commands and native browser input.
  • Run Buddy lint, types, relevant and full unit/browser qualification, then exact-main CI and original diagnostics before closing.

Scope: engineering staffing correction. No original Gold timing or territory interpretation claim, no full tutorial-script or native-presentation claim. Broader construction and browser playability issues remain open.

7 days ago

Construction now skips trained workers who cannot reach the site and uses a reachable worker or carrier/tool pair instead. The fix is in this change; older saves keep their previous rules.

336 unit tests and 385 browser steps passed locally, along with lint, types, assets and the production build. The original tutorial opening now finishes construction through normal staffing controls, produces timber and survives reload. Four sampled AI matches also finished without command or accounting errors.

CI is running. Validation details. The longer Craft execution probe still fails and is tracked separately in #26.

7 days ago

Fixed the staffing stall in this change. Construction now chooses workers who can reach the work spot, including both legs of a tool pickup, while respecting staffing limits.

336 unit tests and 385 browser steps passed. CI is green, and its browser diagnostics were checked. On the original tutorial map, normal controls now complete the four opening buildings and produce timber; the settlement still works after reload. Older saves keep their rules.

Reproduction and validation details. Full tutorial objectives and a player skirmish victory still need work. The longer Craft probe remains unresolved in #26.

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