Allow shed actions from locked shed-access tiles in kaggriculture - #1392
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The four shed-access tiles are one per quadrant, and only NW starts unlocked, so three of them begin LOCKED. The LOCKED guard ran before PICKUP/DROP/PLACE, which meant a unit standing on one of those tiles could not use the shed it was standing next to -- including the first hire of each day, whose least-occupied spawn lands on (5,4). Move those three ops above the guard. They only use the tile as a standing position; the shed is not a tile and is never locked. Every op that mutates the standing tile stays below the guard, so PLANT, BUILD_COOP, BUILD_PASTURE, DIG and the rest still no-op on locked ground and consume nothing. PLACE spans both cases. Its animal branch requires a dict tile and a LOCKED tile is the string "LOCKED", so it cannot match there and falls through to the shed path; covered by test rather than changed. Also correct two README lines that claimed all tile actions no-op on locked tiles.
dominoweir
approved these changes
Aug 6, 2026
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The four shed-access tiles are one per quadrant, and only NW starts unlocked, so three of them begin LOCKED. The LOCKED guard ran before PICKUP/DROP/PLACE, which meant a unit standing on one of those tiles could not use the shed it was standing next to -- including the first hire of each day, whose least-occupied spawn lands on (5,4).
Move those three ops above the guard. They only use the tile as a standing position; the shed is not a tile and is never locked. Every op that mutates the standing tile stays below the guard, so PLANT, BUILD_COOP, BUILD_PASTURE, DIG and the rest still no-op on locked ground and consume nothing.
PLACE spans both cases. Its animal branch requires a dict tile and a LOCKED tile is the string "LOCKED", so it cannot match there and falls through to the shed path; covered by test rather than changed.
Also correct two README lines that claimed all tile actions no-op on locked tiles.