tekki mariani 774054db56 🐛 skip unreachable job targets in pickJob (Issue #22)
Trees/rocks fully enclosed by impassable tiles have no passable neighbour
for A* to jump from — pathfinding always returns null, causing a tight
1.5 s retry loop that fills the work log with identical entries.

- Add hasAdjacentPassable() helper: checks all 8 neighbours of a tile
- pickJob now skips chop/mine candidates with no passable neighbour
- idleScanTimer on pathfind failure raised 1500 → 4000 ms as safety net

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-23 11:43:00 +00:00
2026-03-21 12:37:51 +00:00
2026-03-23 10:48:52 +00:00
2026-03-21 13:56:19 +00:00
2026-03-20 08:11:31 +00:00
2026-03-20 08:11:31 +00:00
2026-03-20 08:11:31 +00:00
2026-03-20 08:11:31 +00:00
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A peaceful settlement simulation focused on inhabitants
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