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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@ -119,6 +119,7 @@ func fell() -> void:
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Audit.log("tree", "felled at %s; %d wood drops" % [tile, drops_count])
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if Audio != null:
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Audio.play_sfx(&"tree_fell")
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World.clear_designation_at(tile)
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queue_free()
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