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

@ -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():