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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@ -77,11 +77,13 @@ func _ready() -> void:
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accepted_types = []
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# Register with the World stockpile pool so HaulingProvider sees us.
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World.register_stockpile(self)
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World.register_build_site(self)
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queue_redraw()
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func _exit_tree() -> void:
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World.unregister_stockpile(self)
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World.unregister_build_site(self)
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## One-shot initialiser called by the spawning / placement code.
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@ -51,6 +51,33 @@ func is_walkable(cell: Vector2i) -> bool:
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return _astar.is_in_boundsv(cell) and not _astar.is_point_solid(cell)
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## BFS outward from `cell` for the nearest walkable tile. Used to dislodge a
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## pawn trapped on a tile that just became impassable (e.g. another pawn built
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## a wall on top of them). Returns `cell` itself if no walkable tile is found
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## within `max_radius` (BFS-ring distance).
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func find_nearest_walkable(cell: Vector2i, max_radius: int = 8) -> Vector2i:
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if is_walkable(cell):
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return cell
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var visited := {cell: true}
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var frontier: Array[Vector2i] = [cell]
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var offsets: Array[Vector2i] = [
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Vector2i(0, -1), Vector2i(1, 0), Vector2i(0, 1), Vector2i(-1, 0),
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]
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for _ring in max_radius:
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var next: Array[Vector2i] = []
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for c in frontier:
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for off in offsets:
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var n: Vector2i = c + off
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if visited.has(n):
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continue
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visited[n] = true
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if is_walkable(n):
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return n
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next.append(n)
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frontier = next
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return cell
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## Returns the path from `from` to `to` as tile-coordinate steps.
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## The returned array EXCLUDES `from` and INCLUDES `to`.
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## Returns an empty Array[Vector2i] when:
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