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>
This commit is contained in:
megaproxy 2026-05-10 22:46:27 +01:00
parent 6d04c8229b
commit 96f4982dd3
4 changed files with 69 additions and 26 deletions

View file

@ -106,25 +106,29 @@ static func from_dict(d: Dictionary) -> Dictionary:
# ── render ─────────────────────────────────────────────────────────────────────
func _draw() -> void:
# Door: 16 px wide, 24 px tall, bottom-anchored. Origin at bottom-centre.
# (Shorter than the full 32 px wall height — visually reads as a door opening.)
# 3/4-perspective door — fits strictly within the tile (16×16) so it
# slots cleanly between adjacent walls. Origin (0,0) is at the tile's
# bottom-centre. Tile spans local Y: -16 to 0.
var alpha: float = 1.0 if _completed else 0.4
# Matches Wall's 3/4-band layout so doors and walls share a top horizon.
var lintel_color := Color(0.55, 0.40, 0.22, alpha) # stone-warmed top lintel
var frame_color := Color(0.32, 0.22, 0.10, alpha)
var panel_color := Color(0.52, 0.36, 0.18, alpha)
var hinge_color := Color(0.20, 0.18, 0.16, alpha)
var outline := Color(0.16, 0.10, 0.04, 0.7 * alpha)
# Door frame (slightly wider than the panel).
draw_rect(Rect2(Vector2(-8.0, -24.0), Vector2(16.0, 24.0)), frame_color)
# Door panel (inset 2 px on each side).
draw_rect(Rect2(Vector2(-6.0, -22.0), Vector2(12.0, 20.0)), panel_color)
# Hinge dot on the left side.
draw_circle(Vector2(-6.0, -18.0), 1.5, hinge_color)
# Outline.
draw_rect(Rect2(Vector2(-8.0, -24.0), Vector2(16.0, 24.0)), Color(0.0, 0.0, 0.0, 0.5 * alpha), false, 1.0)
# Top lintel band (matches wall top-face height of 5 px so it lines up).
draw_rect(Rect2(Vector2(-8.0, -16.0), Vector2(16.0, 5.0)), lintel_color)
# Door frame — fills the front-face band (matches wall front 11 px).
draw_rect(Rect2(Vector2(-8.0, -11.0), Vector2(16.0, 11.0)), frame_color)
# Door panel (inset 1 px each side, leaves 2 px frame visible left/right).
draw_rect(Rect2(Vector2(-6.0, -10.0), Vector2(12.0, 10.0)), panel_color)
# Hinge dot.
draw_circle(Vector2(-5.0, -5.0), 1.0, hinge_color)
# Top/bottom borders + tile outline.
draw_line(Vector2(-8.0, -11.0), Vector2(8.0, -11.0), Color(0.20, 0.14, 0.06, alpha), 1.0)
draw_rect(Rect2(Vector2(-8.0, -16.0), Vector2(16.0, 16.0)), outline, false, 1.0)
# ── internal ───────────────────────────────────────────────────────────────────

View file

@ -16,12 +16,15 @@ class_name Designation
const TOOL_NONE: StringName = &"none"
const TOOL_BUILD_WALL: StringName = &"build_wall"
const TOOL_BUILD_FLOOR: StringName = &"build_floor"
const TOOL_BUILD_DOOR: StringName = &"build_door"
# Atlas coords on the shared placeholder tileset (source 0).
# build_wall → stone-grey (2, 0); build_floor → dirt-brown (1, 0).
# build_door → dark stone (3, 0) so the ghost reads visually distinct from walls.
const _ATLAS_BY_TOOL: Dictionary = {
&"build_wall": Vector2i(2, 0),
&"build_floor": Vector2i(1, 0),
&"build_door": Vector2i(3, 0),
}
# Placeholder source ID — mirrors World.PLACEHOLDER_SOURCE_ID.
@ -60,7 +63,7 @@ func bind(paint_layer: TileMapLayer, selection: Selection = null) -> void:
## Activate a paint tool. Pass TOOL_NONE to deactivate.
func set_active_tool(tool: StringName) -> void:
assert(
tool in [TOOL_NONE, TOOL_BUILD_WALL, TOOL_BUILD_FLOOR],
tool in [TOOL_NONE, TOOL_BUILD_WALL, TOOL_BUILD_FLOOR, TOOL_BUILD_DOOR],
"Designation.set_active_tool: unknown tool '%s'" % tool
)
_tool = tool

View file

@ -215,33 +215,64 @@ func _spawn_sample_harvestables() -> void:
func _seed_phase5_demo_buildings() -> void:
# Pre-queue a small cabin outline as build designations so pawns visibly
# construct walls when they exit Chop/Mine work. Phase 17 will add real
# player-driven designation UI; for now the player sees the construction
# loop without needing to paint anything.
# Pre-queue a furnished cabin so the construction loop runs end-to-end
# without needing player-paint UI (deferred to Phase 17).
#
# Layout: 8×6 wall ring at (44, 23) — interior 6×4 = 24 cells of real room.
# Layout — 8×6 stone cabin at (44, 23), south door, wood floor inside:
# • Perimeter walls (skipping the door slot)
# • Door at (47, 28) — middle of the south wall
# • Wood floor across the 6×4 interior
# • One pre-built crate inside (north-east corner of the interior)
# • Two stockpile-target crates outside (Phase 4 hauling target)
var origin := Vector2i(44, 23)
var w := 8
var h := 6
var door_x := w / 2 - 1 # 3 → tile (47, y_bottom). Centred door.
var door_tile := origin + Vector2i(door_x, h - 1)
# Perimeter walls — skip the door slot in the bottom row.
var wall_count := 0
for x in w:
EventBus.designation_added.emit(origin + Vector2i(x, 0), Designation.TOOL_BUILD_WALL)
EventBus.designation_added.emit(origin + Vector2i(x, h - 1), Designation.TOOL_BUILD_WALL)
for y in h:
wall_count += 1
var bottom_tile := origin + Vector2i(x, h - 1)
if bottom_tile != door_tile:
EventBus.designation_added.emit(bottom_tile, Designation.TOOL_BUILD_WALL)
wall_count += 1
for y in range(1, h - 1): # left + right cols, skip corners (already painted as top/bottom rows)
EventBus.designation_added.emit(origin + Vector2i(0, y), Designation.TOOL_BUILD_WALL)
EventBus.designation_added.emit(origin + Vector2i(w - 1, y), Designation.TOOL_BUILD_WALL)
# Place a couple of crates at known tiles so the haul system has a target.
wall_count += 2
# Door at south wall centre.
EventBus.designation_added.emit(door_tile, Designation.TOOL_BUILD_DOOR)
# Wood floor across the interior — 6×4 = 24 cells.
var floor_count := 0
for x in range(1, w - 1):
for y in range(1, h - 1):
EventBus.designation_added.emit(origin + Vector2i(x, y), Designation.TOOL_BUILD_FLOOR)
floor_count += 1
# Pre-built crate inside the cabin (top-right corner of interior).
# Auto-built so the cabin shows furnished on first frame.
var interior_crate: Crate = CRATE_SCENE.instantiate()
add_child(interior_crate)
interior_crate.setup(origin + Vector2i(w - 2, 1)) # (50, 24)
while interior_crate.is_buildable():
interior_crate.on_build_tick()
# Two external stockpile-target crates south-west (Phase 4 haul destination).
var crate_tiles: Array[Vector2i] = [Vector2i(17, 60), Vector2i(18, 60)]
for t in crate_tiles:
var c: Crate = CRATE_SCENE.instantiate()
add_child(c)
c.setup(t)
# Mark crate as already-built for the demo (skip the construction phase).
# Phase 17 player UI flow would walk it through a build designation first.
while c.is_buildable():
c.on_build_tick()
Audit.log("world", "phase 5 demo: %d wall designations seeded + %d crates built" % [
w * 2 + h * 2 - 4, crate_tiles.size()
Audit.log("world", "phase 5 demo: %d walls + 1 door + %d floors queued; %d crates pre-built" % [
wall_count, floor_count, 1 + crate_tiles.size()
])
@ -289,6 +320,10 @@ func _on_designation_added(cell: Vector2i, tool: StringName) -> void:
entity = FLOOR_SCENE.instantiate()
add_child(entity)
entity.setup(cell, &"wood")
&"build_door":
entity = DOOR_SCENE.instantiate()
add_child(entity)
entity.setup(cell)
_:
Audit.log("world", "unknown designation tool: %s" % tool)
return

View file

@ -20,6 +20,7 @@ z_index = 0
[node name="Floor" type="TileMapLayer" parent="."]
z_index = 1
visible = false
[node name="Wall" type="TileMapLayer" parent="."]
z_index = 2