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3 commits

Author SHA1 Message Date
531b907012 Inspect tooltip: add crops, bed sprite-canopy, layer audit
Player report: hovering trees works after the canopy fix, but crops show
nothing and beds still report "Wood floor" sometimes.

* Crops are added to the lookup, showing kind + growth stage + percent
  ("Wheat | sown · 98%", "Wheat | ready to harvest", "tilled — not sown").

* Bed sprite is 16×32 (two tiles tall, anchor at the foot). Hovering on
  the headboard (one tile above the anchor) used to miss. Added a sprite-
  canopy pass for beds mirroring the existing 4-tile tree canopy logic.

* Full layer audit and reordering. Final priority top-down:
    1. Pawn / Wolf / Corpse / Grave marker — entities the player cares
       about first.
    2. Crop — small sprite, exact tile only.
    3. Tree — trunk tile + 4-tile canopy.
    4. Big rock (2×2 footprint) / Rock — exact tile / footprint.
    5. Furniture at exact tile (wall / door / bed / crate / workbench /
       torch).
    6. Furniture sprite-canopy (currently only bed; future tall furniture
       slots in here).
    7. Item on the ground (loose stack).
    8. Stockpile / zone region overlay.
    9. Floor — only when nothing physical is on the tile.

Confirmed at runtime: bed foot → Bed; bed headboard → Bed (via canopy);
two-tiles-above-bed → empty; crop at growing stage shows percent; bare
floor still says Wood floor; furniture on wood floor wins over floor.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 19:10:20 +01:00
00f38ffd95 Inspect tooltip: tree canopy + furniture-over-floor priority
Two playtest gaps reported:

* Hovering on a tree showed nothing — trees anchor to the trunk tile but
  the canopy sprite rises ~4 tiles upward. Now any hover within the
  vertical band [trunk.y - 4, trunk.y] resolves to the tree.

* Hovering inside the cabin always said "Wood floor" — both floor and
  furniture register in World.build_queue, and the floor was found
  first. Now we two-pass the queue: remember any floor we hit, but keep
  scanning for furniture (bed / crate / workbench / torch / etc.) and
  return that if found. Items on the ground also win over the bare
  floor. Floor only shows when nothing else occupies the tile.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 19:03:56 +01:00
ce61928a54 Hover-inspect tooltip — what's under the cursor
Adds an InspectTooltip CanvasLayer that follows the mouse, samples the
tile under the cursor each frame, and renders a small dark panel with a
short description of whatever's there.

Per-entity describers cover the playable surface:
* Pawn: name + HP + mood + current job
* Tree / rock / big rock: progress %, "marked" tag if designated
* Wall: material + ghost/% if unbuilt
* Floor / door / torch: ghost vs complete state
* Bed: occupant or "available", medical tag
* Crate: full contents broken down by item type and count
* Workbench: label + active bills count
* Item on ground: type + stack size
* Corpse: deceased name + fresh/rotting/rotted state
* Wolf: HP + state
* Grave marker: deceased name
* Stockpile / graveyard zone: name + priority + accepted types

Layer 50 so the tooltip sits above the world but below modals (which
sit at 100+). process_mode = ALWAYS so hovering still works during
storyteller modals. Position auto-flips to the other side of the cursor
when it would overflow the viewport.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 19:01:24 +01:00