Phase 5 cabin polish — door, floor, interior crate, double-render fix
Make the demo cabin readable as a real building so the rendering pattern is solid before Phase 6+ adds more building types. Demo seed (world.gd._seed_phase5_demo_buildings): - 8×6 stone cabin at (44, 23) — 23 walls (perimeter minus door slot) + 1 door (south wall centre at (47, 28)) + 24 wood-floor designations for the interior. ConstructionProvider picks them all up; pawns build the whole thing. - One pre-built crate inside at (50, 24) so the interior reads as a furnished room on first frame. - Two external stockpile-target crates unchanged at (17, 60) / (18, 60). Door visual rewrite (door.gd): - Was the old 16×24 bottom-anchored shape that encroached on the cell above. Now fits strictly within its 16×16 tile, matching the wall's 3/4 band layout (5 px lit lintel + 11 px shaded frame + inset panel + hinge dot). Door and walls now share a top horizon line so they line up visually. Designation gained TOOL_BUILD_DOOR + atlas mapping; world.gd's _on_designation_added now branches on build_door to spawn a Door entity. THE DOUBLE-RENDER BUG (caught by MCP inspection): - World.mark_floor_tile stamps the Floor TileMap with atlas (2, 0) which is *stone-grey* in the placeholder atlas, regardless of material name. - The Floor TileMap layer was visible=true with z_index=1, so it drew ON TOP of the brown Floor entity sprites underneath. - Result before fix: interior tiles looked gray-stone, not wood. - Fix: set Floor TileMap layer visible=false (data-only, same as Wall). Entities own the visual; the TileMap retains tile-level data for Phase 13's room detection + Phase 16's save format. Pattern locked for future building types: 'render at entity level, TileMap layers are data-only'. Phase 13's roof and any future wall materials follow the same template. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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4 changed files with 69 additions and 26 deletions
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@ -16,12 +16,15 @@ class_name Designation
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const TOOL_NONE: StringName = &"none"
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const TOOL_BUILD_WALL: StringName = &"build_wall"
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const TOOL_BUILD_FLOOR: StringName = &"build_floor"
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const TOOL_BUILD_DOOR: StringName = &"build_door"
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# Atlas coords on the shared placeholder tileset (source 0).
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# build_wall → stone-grey (2, 0); build_floor → dirt-brown (1, 0).
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# build_door → dark stone (3, 0) so the ghost reads visually distinct from walls.
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const _ATLAS_BY_TOOL: Dictionary = {
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&"build_wall": Vector2i(2, 0),
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&"build_floor": Vector2i(1, 0),
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&"build_door": Vector2i(3, 0),
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}
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# Placeholder source ID — mirrors World.PLACEHOLDER_SOURCE_ID.
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@ -60,7 +63,7 @@ func bind(paint_layer: TileMapLayer, selection: Selection = null) -> void:
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## Activate a paint tool. Pass TOOL_NONE to deactivate.
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func set_active_tool(tool: StringName) -> void:
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assert(
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tool in [TOOL_NONE, TOOL_BUILD_WALL, TOOL_BUILD_FLOOR],
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tool in [TOOL_NONE, TOOL_BUILD_WALL, TOOL_BUILD_FLOOR, TOOL_BUILD_DOOR],
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"Designation.set_active_tool: unknown tool '%s'" % tool
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)
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_tool = tool
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@ -215,33 +215,64 @@ func _spawn_sample_harvestables() -> void:
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func _seed_phase5_demo_buildings() -> void:
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# Pre-queue a small cabin outline as build designations so pawns visibly
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# construct walls when they exit Chop/Mine work. Phase 17 will add real
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# player-driven designation UI; for now the player sees the construction
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# loop without needing to paint anything.
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# Pre-queue a furnished cabin so the construction loop runs end-to-end
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# without needing player-paint UI (deferred to Phase 17).
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#
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# Layout: 8×6 wall ring at (44, 23) — interior 6×4 = 24 cells of real room.
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# Layout — 8×6 stone cabin at (44, 23), south door, wood floor inside:
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# • Perimeter walls (skipping the door slot)
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# • Door at (47, 28) — middle of the south wall
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# • Wood floor across the 6×4 interior
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# • One pre-built crate inside (north-east corner of the interior)
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# • Two stockpile-target crates outside (Phase 4 hauling target)
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var origin := Vector2i(44, 23)
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var w := 8
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var h := 6
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var door_x := w / 2 - 1 # 3 → tile (47, y_bottom). Centred door.
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var door_tile := origin + Vector2i(door_x, h - 1)
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# Perimeter walls — skip the door slot in the bottom row.
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var wall_count := 0
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for x in w:
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EventBus.designation_added.emit(origin + Vector2i(x, 0), Designation.TOOL_BUILD_WALL)
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EventBus.designation_added.emit(origin + Vector2i(x, h - 1), Designation.TOOL_BUILD_WALL)
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for y in h:
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wall_count += 1
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var bottom_tile := origin + Vector2i(x, h - 1)
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if bottom_tile != door_tile:
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EventBus.designation_added.emit(bottom_tile, Designation.TOOL_BUILD_WALL)
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wall_count += 1
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for y in range(1, h - 1): # left + right cols, skip corners (already painted as top/bottom rows)
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EventBus.designation_added.emit(origin + Vector2i(0, y), Designation.TOOL_BUILD_WALL)
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EventBus.designation_added.emit(origin + Vector2i(w - 1, y), Designation.TOOL_BUILD_WALL)
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# Place a couple of crates at known tiles so the haul system has a target.
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wall_count += 2
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# Door at south wall centre.
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EventBus.designation_added.emit(door_tile, Designation.TOOL_BUILD_DOOR)
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# Wood floor across the interior — 6×4 = 24 cells.
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var floor_count := 0
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for x in range(1, w - 1):
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for y in range(1, h - 1):
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EventBus.designation_added.emit(origin + Vector2i(x, y), Designation.TOOL_BUILD_FLOOR)
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floor_count += 1
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# Pre-built crate inside the cabin (top-right corner of interior).
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# Auto-built so the cabin shows furnished on first frame.
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var interior_crate: Crate = CRATE_SCENE.instantiate()
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add_child(interior_crate)
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interior_crate.setup(origin + Vector2i(w - 2, 1)) # (50, 24)
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while interior_crate.is_buildable():
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interior_crate.on_build_tick()
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# Two external stockpile-target crates south-west (Phase 4 haul destination).
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var crate_tiles: Array[Vector2i] = [Vector2i(17, 60), Vector2i(18, 60)]
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for t in crate_tiles:
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var c: Crate = CRATE_SCENE.instantiate()
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add_child(c)
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c.setup(t)
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# Mark crate as already-built for the demo (skip the construction phase).
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# Phase 17 player UI flow would walk it through a build designation first.
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while c.is_buildable():
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c.on_build_tick()
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Audit.log("world", "phase 5 demo: %d wall designations seeded + %d crates built" % [
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w * 2 + h * 2 - 4, crate_tiles.size()
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Audit.log("world", "phase 5 demo: %d walls + 1 door + %d floors queued; %d crates pre-built" % [
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wall_count, floor_count, 1 + crate_tiles.size()
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])
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@ -289,6 +320,10 @@ func _on_designation_added(cell: Vector2i, tool: StringName) -> void:
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entity = FLOOR_SCENE.instantiate()
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add_child(entity)
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entity.setup(cell, &"wood")
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&"build_door":
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entity = DOOR_SCENE.instantiate()
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add_child(entity)
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entity.setup(cell)
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_:
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Audit.log("world", "unknown designation tool: %s" % tool)
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return
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@ -20,6 +20,7 @@ z_index = 0
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[node name="Floor" type="TileMapLayer" parent="."]
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z_index = 1
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visible = false
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[node name="Wall" type="TileMapLayer" parent="."]
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z_index = 2
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