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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@ -185,6 +185,9 @@ func _ready() -> void:
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# Designation: bind the paint surface + the Selection guard.
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designation_ctl.bind(designation_layer, selection)
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# Expose on the autoload so entities can clear their ghost stamp on
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# completion (Tree.fell, Wall._complete, etc.).
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World.designation_ctl = designation_ctl
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# Register all 10 providers — Decision iterates by .priority desc.
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# doctor=9 > sleep=8 > eat=7 > construction=6 > chop=5 ≈ plant=5 > mine=4
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