Clear designation tile-highlight when jobs complete
Each entity completion handler (wall/floor/door/bed/torch/workbench/crate /tree/rock/big_rock/grave_slot) now calls World.clear_designation_at(tile) so the orange/blue/etc. highlight overlay disappears with the job. BigRock iterates its footprint to clear all four tiles. World.designation_ctl is set during the scene boot wire-up; the helper no-ops when the controller is absent (e.g. headless tests).
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@ -149,6 +149,9 @@ func mined() -> void:
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Audit.log("big_rock", "mined 2×2 at %s; %d stone drops" % [origin_tile, STONE_DROPS_ON_MINE])
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if Audio != null:
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Audio.play_sfx(&"mine_tick")
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# BigRocks span 2×2 — clear the designation stamp from every footprint tile.
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for ft in footprint_tiles():
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World.clear_designation_at(ft)
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queue_free()
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