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

@ -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)