b8752f8835f234ac70d8e608e93dc13606a911ed
NpcVisual: - Add navigation_failed(sim_id) signal distinct from arrived_at_target so the simulation layer can distinguish genuine arrival from failure - Replace integer stuck_counter with delta-based stuck_time and exported stuck_timeout (1.5s) for frame-rate-independent detection - Add path_request_id / path_pending mechanism to reject stale async path results when a new target is set or NPC dies - On empty path or stuck movement, emit navigation_failed instead of arriving; only emit arrived_at_target when truly close to target - Reduce arrival_distance back to 0.6 now that navigation_failure is properly signalled (no longer needed as a workaround) - clamp arrival_distance reference in apply_dead_visual_state SimNPC: - Remove retry_count (replaced by navigation_failed signal pathway) - Move last_task assignment from set_task() to task completion in SimulationManager so it reflects the task that actually finished SimulationManager: - Add notify_npc_navigation_failed(): release reservation, record last_task, send NPC to wander for 2s, emit task_changed signal - Add notify_npc_target_unavailable() as public alias of above - Guard extraction with node.reserved_by == npc.id to prevent stale/illegitimate extraction when reservation is lost - Guard fallback zone task completion (apply_npc_task) so it only fires for non-resource tasks (gather_food/wood with no target silently skip instead of applying zone values) - Remove retry_count safety net (fully replaced by signal pipeline) WorldViewManager: - Connect navigation_failed signal in spawn_npc_visual() - Skip target assignment for empty/idle/dead task states - When no resource node available for gather_food/wood, call notify_npc_target_unavailable() so NPC wanders instead of idling - Add _on_npc_visual_navigation_failed handler delegating to SimulationManager.notify_npc_navigation_failed() - Remove retry_count references
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