Bug-triage patch — fix torch builds, idle-pawn traps, floor render order

Three playtest-reported bugs fixed out-of-phase before Phase 18:

* Furniture build-queue gap: Torch / Bed / Crate / Workbench / CremationPyre
  were missing World.register_build_site(self) in _ready, so newly-painted
  designations never entered ConstructionProvider's iteration. The seeded
  cabin pre-built everything via _spawn_complete_* helpers, masking the gap
  until a player painted a fresh furniture designation.

* Wall-trap regression for bystanders + walk-through pawns: Wall._complete
  now dislodges any pawn on the tile via new Pathfinder.find_nearest_walkable
  BFS helper; Pawn._advance_walk re-checks next tile walkability before
  stepping, aborts walk + cancels job + lets Decision reroute. Phase 6's
  adjacent-stand fix only protected the BUILDING pawn.

* Floor / Pawn Y-sort ambiguity: Floor was anchored at tile-center
  (same Y as Pawn), so Y-sort tiebreak fell to scene-tree order and
  Floor (spawned later) drew over Pawn. Moved Floor origin to top-of-tile
  so Floor.y < Pawn.y under Y-sort; _draw rect offsets compensate.

All three verified via MCP runtime: torch built end-to-end, all 3 pawns
working on different jobs with no idle traps, pawn renders over floor.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
megaproxy 2026-05-15 13:58:15 +01:00
parent d41778a483
commit 922f269a6c
9 changed files with 97 additions and 14 deletions

View file

@ -105,11 +105,13 @@ func _ready() -> void:
tile.y * TILE_SIZE_PX + TILE_SIZE_PX
)
World.register_bed(self)
World.register_build_site(self)
queue_redraw()
func _exit_tree() -> void:
World.unregister_bed(self)
World.unregister_build_site(self)
## One-shot initialiser. Call after add_child() so _ready() has fired.

View file

@ -50,10 +50,12 @@ func _exit_tree() -> void:
func setup(p_tile: Vector2i, p_material: StringName) -> void:
tile = p_tile
floor_material = p_material
# Floor renders at tile centre (not bottom-anchored).
# Top-anchor (origin at tile's top edge) so Y-sort places the floor under
# pawns standing on the same tile (pawns anchor at mid-tile, so pawn.y > floor.y).
# _draw offsets compensate (rects span y=0..TILE_SIZE_PX, not -half..+half).
position = Vector2(
tile.x * TILE_SIZE_PX + TILE_SIZE_PX / 2.0,
tile.y * TILE_SIZE_PX + TILE_SIZE_PX / 2.0
tile.y * TILE_SIZE_PX
)
queue_redraw()
Audit.log("floor", "%s floor ghost placed at %s" % [floor_material, tile])
@ -124,40 +126,43 @@ func _draw() -> void:
func _draw_wood_floor(alpha: float, half: float) -> void:
# Top-anchored origin: rect spans (-half, 0) to (+half, TILE_SIZE_PX).
var base := Color(0.58, 0.40, 0.20, alpha)
var plank := Color(0.50, 0.34, 0.16, alpha)
draw_rect(Rect2(Vector2(-half, -half), Vector2(TILE_SIZE_PX, TILE_SIZE_PX)), base)
draw_rect(Rect2(Vector2(-half, 0.0), Vector2(TILE_SIZE_PX, TILE_SIZE_PX)), base)
# Horizontal plank lines.
for y_offset in [-3.0, 2.0]:
# Horizontal plank lines (offsets are from tile centre = +half from origin).
for y_offset in [5.0, 10.0]:
draw_line(
Vector2(-half, y_offset),
Vector2(half, y_offset),
plank, 1.0
)
draw_rect(Rect2(Vector2(-half, -half), Vector2(TILE_SIZE_PX, TILE_SIZE_PX)), Color(0.0, 0.0, 0.0, 0.3 * alpha), false, 1.0)
draw_rect(Rect2(Vector2(-half, 0.0), Vector2(TILE_SIZE_PX, TILE_SIZE_PX)), Color(0.0, 0.0, 0.0, 0.3 * alpha), false, 1.0)
func _draw_stone_floor(alpha: float, half: float) -> void:
# Top-anchored origin: rect spans (-half, 0) to (+half, TILE_SIZE_PX).
var base := Color(0.60, 0.60, 0.57, alpha)
var joint := Color(0.45, 0.45, 0.43, alpha)
draw_rect(Rect2(Vector2(-half, -half), Vector2(TILE_SIZE_PX, TILE_SIZE_PX)), base)
draw_rect(Rect2(Vector2(-half, 0.0), Vector2(TILE_SIZE_PX, TILE_SIZE_PX)), base)
# Stone tile grid lines.
draw_line(Vector2(0.0, -half), Vector2(0.0, half), joint, 1.0)
draw_line(Vector2(-half, 0.0), Vector2(half, 0.0), joint, 1.0)
# Stone tile grid lines (cross at tile centre).
draw_line(Vector2(0.0, 0.0), Vector2(0.0, TILE_SIZE_PX), joint, 1.0)
draw_line(Vector2(-half, half), Vector2(half, half), joint, 1.0)
draw_rect(Rect2(Vector2(-half, -half), Vector2(TILE_SIZE_PX, TILE_SIZE_PX)), Color(0.0, 0.0, 0.0, 0.3 * alpha), false, 1.0)
draw_rect(Rect2(Vector2(-half, 0.0), Vector2(TILE_SIZE_PX, TILE_SIZE_PX)), Color(0.0, 0.0, 0.0, 0.3 * alpha), false, 1.0)
func _draw_dirt_floor(alpha: float, half: float) -> void:
# Top-anchored origin: rect spans (-half, 0) to (+half, TILE_SIZE_PX).
var base := Color(0.42, 0.30, 0.18, alpha)
draw_rect(Rect2(Vector2(-half, -half), Vector2(TILE_SIZE_PX, TILE_SIZE_PX)), base)
draw_rect(Rect2(Vector2(-half, -half), Vector2(TILE_SIZE_PX, TILE_SIZE_PX)), Color(0.0, 0.0, 0.0, 0.25 * alpha), false, 1.0)
draw_rect(Rect2(Vector2(-half, 0.0), Vector2(TILE_SIZE_PX, TILE_SIZE_PX)), base)
draw_rect(Rect2(Vector2(-half, 0.0), Vector2(TILE_SIZE_PX, TILE_SIZE_PX)), Color(0.0, 0.0, 0.0, 0.25 * alpha), false, 1.0)
# ── internal ───────────────────────────────────────────────────────────────────

View file

@ -73,6 +73,7 @@ func _ready() -> void:
tile.y * TILE_SIZE_PX + TILE_SIZE_PX
)
World.register_light_source(self)
World.register_build_site(self)
_light = _build_point_light_2d()
add_child(_light)
_light.enabled = false # dark until built
@ -81,6 +82,7 @@ func _ready() -> void:
func _exit_tree() -> void:
World.unregister_light_source(self)
World.unregister_build_site(self)
## One-shot initialiser. Call after add_child() so _ready() has already fired.

View file

@ -217,6 +217,19 @@ func _complete() -> void:
# Block pathfinding — wall is now impassable.
if World.pathfinder != null:
World.pathfinder.set_cell_walkable(tile, false)
# Dislodge any pawn standing on this tile (Phase 6 wall-trap fix only
# protected the BUILDING pawn via adjacent-stand; bystanders weren't
# guarded, so a pawn idling on a queued build site would get stranded).
for p in World.pawns:
if p.tile == tile:
var safe: Vector2i = World.pathfinder.find_nearest_walkable(tile)
if safe != tile:
p.tile = safe
p.position = Vector2(safe.x * 16 + 8, safe.y * 16 + 8)
p._path.clear()
if p.job_runner != null:
p.job_runner.cancel_job()
Audit.log("wall", "dislodged %s from %s%s on wall complete" % [p.pawn_name, tile, safe])
# Stamp the data-layer TileMap so room / roof / save logic sees the wall.
World.mark_wall_tile(tile, wall_material)

View file

@ -144,6 +144,7 @@ func _ready() -> void:
tile.y * TILE_SIZE_PX + TILE_SIZE_PX
)
World.register_workbench(self)
World.register_build_site(self)
# Phase 11: light-emitting workbenches register with the light-source registry.
# All workbenches register; non-emitters return false from is_on() so
# World.is_tile_lit() skips them at zero cost.
@ -160,6 +161,7 @@ func _ready() -> void:
func _exit_tree() -> void:
World.unregister_workbench(self)
World.unregister_light_source(self)
World.unregister_build_site(self)
## One-shot initialiser. Call after add_child() so _ready() has fired.

View file

@ -1059,7 +1059,18 @@ func _advance_walk() -> void:
return
_step_progress += 1.0 / float(STEP_TICKS)
if _step_progress >= 1.0:
tile = _path[0]
var next_tile: Vector2i = _path[0]
# Guard: next tile may have become impassable mid-walk (e.g. another
# pawn finished a wall on it). Walking onto it would strand us on a
# non-walkable cell with no escape. Abort the walk; Decision reroutes.
if World.pathfinder != null and not World.pathfinder.is_walkable(next_tile):
_path.clear()
_step_progress = 0.0
if job_runner != null:
job_runner.cancel_job()
Audit.log("pawn", "%s walk aborted: %s became impassable" % [pawn_name, next_tile])
return
tile = next_tile
_path.remove_at(0)
_step_progress = 0.0
if _path.is_empty():

View file

@ -77,11 +77,13 @@ func _ready() -> void:
accepted_types = []
# Register with the World stockpile pool so HaulingProvider sees us.
World.register_stockpile(self)
World.register_build_site(self)
queue_redraw()
func _exit_tree() -> void:
World.unregister_stockpile(self)
World.unregister_build_site(self)
## One-shot initialiser called by the spawning / placement code.

View file

@ -51,6 +51,33 @@ func is_walkable(cell: Vector2i) -> bool:
return _astar.is_in_boundsv(cell) and not _astar.is_point_solid(cell)
## BFS outward from `cell` for the nearest walkable tile. Used to dislodge a
## pawn trapped on a tile that just became impassable (e.g. another pawn built
## a wall on top of them). Returns `cell` itself if no walkable tile is found
## within `max_radius` (BFS-ring distance).
func find_nearest_walkable(cell: Vector2i, max_radius: int = 8) -> Vector2i:
if is_walkable(cell):
return cell
var visited := {cell: true}
var frontier: Array[Vector2i] = [cell]
var offsets: Array[Vector2i] = [
Vector2i(0, -1), Vector2i(1, 0), Vector2i(0, 1), Vector2i(-1, 0),
]
for _ring in max_radius:
var next: Array[Vector2i] = []
for c in frontier:
for off in offsets:
var n: Vector2i = c + off
if visited.has(n):
continue
visited[n] = true
if is_walkable(n):
return n
next.append(n)
frontier = next
return cell
## Returns the path from `from` to `to` as tile-coordinate steps.
## The returned array EXCLUDES `from` and INCLUDES `to`.
## Returns an empty Array[Vector2i] when: