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>
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9 changed files with 97 additions and 14 deletions
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@ -144,6 +144,7 @@ func _ready() -> void:
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tile.y * TILE_SIZE_PX + TILE_SIZE_PX
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)
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World.register_workbench(self)
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World.register_build_site(self)
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# Phase 11: light-emitting workbenches register with the light-source registry.
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# All workbenches register; non-emitters return false from is_on() so
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# World.is_tile_lit() skips them at zero cost.
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@ -160,6 +161,7 @@ func _ready() -> void:
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func _exit_tree() -> void:
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World.unregister_workbench(self)
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World.unregister_light_source(self)
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World.unregister_build_site(self)
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## One-shot initialiser. Call after add_child() so _ready() has fired.
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